[6/9] wined3d: Use capabilities from the shader backend or the fragment pipeline to determine the D3D level (try3)

Andrei Slăvoiu andrei.slavoiu at gmail.com
Fri Jul 11 13:44:31 CDT 2014


---
 dlls/wined3d/directx.c | 59 +++++++++++++++++++++++++++++++++++---------------
 1 file changed, 41 insertions(+), 18 deletions(-)

diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index c34ac11..b6ba769 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -1668,27 +1668,50 @@ static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_s
     return HW_VENDOR_NVIDIA;
 }
 
+static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info);
+static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info, const struct wined3d_shader_backend_ops *shader_backend_ops);
+
 static enum wined3d_d3d_level d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
 {
-    enum wined3d_d3d_level level = WINED3D_D3D_LEVEL_5;
+    struct shader_caps shader_caps;
+    struct fragment_caps fragment_caps;
+    const struct wined3d_shader_backend_ops *shader_backend;
+    const struct fragment_pipeline *fragment_pipeline;
 
-    if (gl_info->supported[ARB_MULTITEXTURE])
-        level = WINED3D_D3D_LEVEL_6;
-    if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
-            && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
-            && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
-        level = WINED3D_D3D_LEVEL_7;
-    if (level == WINED3D_D3D_LEVEL_7 && gl_info->supported[ARB_MULTISAMPLE]
-            && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
-        level = WINED3D_D3D_LEVEL_8;
-    if (level == WINED3D_D3D_LEVEL_8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
-            && gl_info->supported[ARB_VERTEX_SHADER])
-        level = WINED3D_D3D_LEVEL_9_SM2;
-    if (level == WINED3D_D3D_LEVEL_9_SM2 && (gl_info->supported[EXT_GPU_SHADER4]
-	    || gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30)))
-        level = WINED3D_D3D_LEVEL_10;
-
-    return level;
+    shader_backend = select_shader_backend(gl_info);
+    shader_backend->shader_get_caps(gl_info, &shader_caps);
+
+    if (shader_caps.vs_version >= 5)
+        return WINED3D_D3D_LEVEL_11;
+    if (shader_caps.vs_version == 4)
+    {
+        /* No backed supports SM 5 at the moment */
+        if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 00))
+            return WINED3D_D3D_LEVEL_11;
+        return WINED3D_D3D_LEVEL_10;
+    }
+    if (shader_caps.vs_version == 3)
+    {
+        /* Wine can not use SM 4 on mesa drivers as the necessary functionality is not exposed
+         * on compatibility contexts */
+        if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30))
+            return WINED3D_D3D_LEVEL_10;
+        return WINED3D_D3D_LEVEL_9_SM3;
+    }
+    if (shader_caps.vs_version == 2)
+        return WINED3D_D3D_LEVEL_9_SM2;
+    if (shader_caps.vs_version == 1)
+        return WINED3D_D3D_LEVEL_8;
+
+    fragment_pipeline = select_fragment_implementation(gl_info, shader_backend);
+    fragment_pipeline->get_caps(gl_info, &fragment_caps);
+
+    if (fragment_caps.TextureOpCaps & WINED3DTEXOPCAPS_DOTPRODUCT3)
+        return WINED3D_D3D_LEVEL_7;
+    if (fragment_caps.MaxSimultaneousTextures > 1)
+        return WINED3D_D3D_LEVEL_6;
+
+    return WINED3D_D3D_LEVEL_5;
 }
 
 static const struct wined3d_renderer_table
-- 
2.0.0





More information about the wine-patches mailing list