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wined3d: Store the number of aux buffers in the gl limits structure.
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@ -1730,10 +1730,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
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case ORM_BACKBUFFER:
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{
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GLint auxBuffers;
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glGetIntegerv(GL_AUX_BUFFERS, &auxBuffers);
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TRACE("Got %d aux buffers\n", auxBuffers);
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if(auxBuffers > 0) {
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if(GL_LIMITS(aux_buffers) > 0) {
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TRACE("Using auxilliary buffer for offscreen rendering\n");
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This->offscreenBuffer = GL_AUX0;
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} else {
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@ -546,6 +546,10 @@ BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
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gl_info->max_pointsize = gl_floatv[1];
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TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
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glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
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gl_info->max_aux_buffers = gl_max;
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TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
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/* Parse the gl supported features, in theory enabling parts of our code appropriately */
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GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
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TRACE_(d3d_caps)("GL_Extensions reported:\n");
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@ -1875,6 +1875,7 @@ typedef struct _WineD3D_GL_Info {
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float max_pointsize;
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UINT max_blends;
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UINT max_anisotropy;
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UINT max_aux_buffers;
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unsigned max_vshader_constantsF;
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unsigned max_pshader_constantsF;
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