[PATCH v3 2/6] wined3d: Fix querying texture-related limits on core profile.
Matteo Bruni
mbruni at codeweavers.com
Fri Feb 24 12:37:25 CST 2017
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
v2: Move texture_coords-related code into the legacy context "if".
v3: Set textures and texture_coords limits to 0 on core profile, use more
explicit assignments in the else branches (avoid using gl_max).
dlls/wined3d/directx.c | 40 ++++++++++++++++++++++++++++------------
1 file changed, 28 insertions(+), 12 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 5b1605d..2b4fa10 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3346,8 +3346,8 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
gl_info->limits.blends = 1;
gl_info->limits.buffers = 1;
- gl_info->limits.textures = 1;
- gl_info->limits.texture_coords = 1;
+ gl_info->limits.textures = 0;
+ gl_info->limits.texture_coords = 0;
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
gl_info->limits.uniform_blocks[i] = 0;
gl_info->limits.fragment_samplers = 1;
@@ -3412,23 +3412,33 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
}
if (gl_info->supported[ARB_MULTITEXTURE])
{
- gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
- gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
- TRACE("Max textures: %d.\n", gl_info->limits.textures);
+ if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
+ {
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
+ gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
+ TRACE("Max textures: %d.\n", gl_info->limits.textures);
+
+ if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
+ {
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
+ gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
+ }
+ else
+ {
+ gl_info->limits.texture_coords = gl_info->limits.textures;
+ }
+ TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
+ }
- if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
+ if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
{
- gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
- gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
- gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
+ gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.fragment_samplers = gl_max;
}
else
{
- gl_info->limits.texture_coords = max(gl_info->limits.texture_coords, gl_max);
- gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
+ gl_info->limits.fragment_samplers = gl_info->limits.textures;
}
- TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
TRACE("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
if (gl_info->supported[ARB_VERTEX_SHADER])
@@ -3475,6 +3485,12 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
TRACE("Max vertex attributes: %u.\n", gl_info->limits.vertex_attribs);
gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
}
+ else
+ {
+ gl_info->limits.textures = 1;
+ gl_info->limits.texture_coords = 1;
+ }
+
if (gl_info->supported[ARB_VERTEX_BLEND])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
--
2.10.2
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