wined3d: Use capabilities from the shader backend or the fragment pipeline to determine the D3D level.

This commit is contained in:
Andrei Slăvoiu 2014-08-06 23:13:09 +03:00 committed by Alexandre Julliard
parent 48e25d0d21
commit e9b0a0e181

View file

@ -84,8 +84,10 @@ enum wined3d_d3d_level
WINED3D_D3D_LEVEL_6,
WINED3D_D3D_LEVEL_7,
WINED3D_D3D_LEVEL_8,
WINED3D_D3D_LEVEL_9,
WINED3D_D3D_LEVEL_9_SM2,
WINED3D_D3D_LEVEL_9_SM3,
WINED3D_D3D_LEVEL_10,
WINED3D_D3D_LEVEL_11,
};
/* The d3d device ID */
@ -1666,27 +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;
if (level == WINED3D_D3D_LEVEL_9 && (gl_info->supported[EXT_GPU_SHADER4]
|| gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30)))
level = WINED3D_D3D_LEVEL_10;
shader_backend = select_shader_backend(gl_info);
shader_backend->shader_get_caps(gl_info, &shader_caps);
return level;
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
@ -2153,9 +2178,9 @@ static enum wined3d_pci_device select_card_fallback_nvidia(const struct wined3d_
enum wined3d_d3d_level d3d_level = d3d_level_from_gl_info(gl_info);
if (d3d_level >= WINED3D_D3D_LEVEL_10)
return CARD_NVIDIA_GEFORCE_8800GTX;
if (d3d_level >= WINED3D_D3D_LEVEL_9 && gl_info->supported[NV_VERTEX_PROGRAM3])
if (d3d_level >= WINED3D_D3D_LEVEL_9_SM3)
return CARD_NVIDIA_GEFORCE_6800;
if (d3d_level >= WINED3D_D3D_LEVEL_9)
if (d3d_level >= WINED3D_D3D_LEVEL_9_SM2)
return CARD_NVIDIA_GEFORCEFX_5800;
if (d3d_level >= WINED3D_D3D_LEVEL_8)
return CARD_NVIDIA_GEFORCE3;
@ -2171,7 +2196,7 @@ static enum wined3d_pci_device select_card_fallback_amd(const struct wined3d_gl_
enum wined3d_d3d_level d3d_level = d3d_level_from_gl_info(gl_info);
if (d3d_level >= WINED3D_D3D_LEVEL_10)
return CARD_AMD_RADEON_HD2900;
if (d3d_level >= WINED3D_D3D_LEVEL_9)
if (d3d_level >= WINED3D_D3D_LEVEL_9_SM2)
return CARD_AMD_RADEON_9500;
if (d3d_level >= WINED3D_D3D_LEVEL_8)
return CARD_AMD_RADEON_8500;