wined3d: Store the number of aux buffers in the gl limits structure.

This commit is contained in:
Stefan Dösinger 2007-03-04 23:29:28 +01:00 committed by Alexandre Julliard
parent ae57138eae
commit 5f05906f3b
3 changed files with 6 additions and 4 deletions

View file

@ -1730,10 +1730,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
case ORM_BACKBUFFER:
{
GLint auxBuffers;
glGetIntegerv(GL_AUX_BUFFERS, &auxBuffers);
TRACE("Got %d aux buffers\n", auxBuffers);
if(auxBuffers > 0) {
if(GL_LIMITS(aux_buffers) > 0) {
TRACE("Using auxilliary buffer for offscreen rendering\n");
This->offscreenBuffer = GL_AUX0;
} else {

View file

@ -546,6 +546,10 @@ BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
gl_info->max_pointsize = gl_floatv[1];
TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
gl_info->max_aux_buffers = gl_max;
TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
/* Parse the gl supported features, in theory enabling parts of our code appropriately */
GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
TRACE_(d3d_caps)("GL_Extensions reported:\n");

View file

@ -1875,6 +1875,7 @@ typedef struct _WineD3D_GL_Info {
float max_pointsize;
UINT max_blends;
UINT max_anisotropy;
UINT max_aux_buffers;
unsigned max_vshader_constantsF;
unsigned max_pshader_constantsF;