[PATCH 2/5] wined3d: Set the texture stage limit based on the fragment pipe caps.
Henri Verbeet
hverbeet at codeweavers.com
Thu Feb 4 11:30:05 CST 2010
---
dlls/wined3d/directx.c | 27 ++++++++++++---------------
dlls/wined3d/state.c | 2 +-
2 files changed, 13 insertions(+), 16 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 1215414..7335a71 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -1674,6 +1674,7 @@ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
const char *GL_Extensions = NULL;
const char *WGL_Extensions = NULL;
const char *gl_string = NULL;
+ struct fragment_caps fragment_caps;
enum wined3d_pci_vendor vendor;
enum wined3d_pci_device device;
GLint gl_max;
@@ -1739,7 +1740,6 @@ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
memset(gl_info->supported, 0, sizeof(gl_info->supported));
gl_info->limits.buffers = 1;
gl_info->limits.textures = 1;
- gl_info->limits.texture_stages = 1;
gl_info->limits.fragment_samplers = 1;
gl_info->limits.vertex_samplers = 0;
gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
@@ -1907,6 +1907,13 @@ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
}
}
+
+ if (gl_info->supported[NV_REGISTER_COMBINERS])
+ {
+ glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
+ gl_info->limits.general_combiners = gl_max;
+ TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
+ }
if (gl_info->supported[ARB_DRAW_BUFFERS])
{
glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
@@ -1919,20 +1926,6 @@ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
- if (gl_info->supported[NV_REGISTER_COMBINERS])
- {
- GLint tmp;
- glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
- gl_info->limits.general_combiners = tmp;
- gl_info->limits.texture_stages = min(MAX_TEXTURES, tmp);
- TRACE_(d3d_caps)("Max general combiners: %d.\n", tmp);
- }
- else
- {
- gl_info->limits.texture_stages = min(MAX_TEXTURES, gl_max);
- }
- TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->limits.texture_stages);
-
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
GLint tmp;
@@ -2110,6 +2103,10 @@ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
adapter->shader_backend = select_shader_backend(adapter);
adapter->blitter = select_blit_implementation(adapter);
+ adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
+ gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
+ TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
+
/* In some cases the number of texture stages can be larger than the number
* of samplers. The GF4 for example can use only 2 samplers (no fragment
* shaders), but 8 texture stages (register combiners). */
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 6f27baf..5efe069 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -5552,7 +5552,7 @@ static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct
if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
- pCaps->MaxTextureBlendStages = gl_info->limits.texture_stages;
+ pCaps->MaxTextureBlendStages = gl_info->limits.textures;
pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
}
--
1.6.4.4
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