wined3d: Set shader specific caps in the shader backend.
commit5ab5202e0f991cf94b2be5b197af864ff5188f65
authorStefan Dösinger <stefan@codeweavers.com>
Tue, 18 Mar 2008 18:39:26 +0000 (18 19:39 +0100)
committerAlexandre Julliard <julliard@winehq.org>
Tue, 25 Mar 2008 18:39:11 +0000 (25 19:39 +0100)
tree347b5397d272ca5f503eddbea04aafa2a4eba8fc
parent8869c0f147f2b9bc38706559bca6f69d9d9f5554
wined3d: Set shader specific caps in the shader backend.

The whole control structures in directx.c get terribly confusing with
the various codepaths for texturing and different shader
implementations. It is also hard to reflect the shader model
decisions this way too. This patch moves the shader specific parts of
the caps code into the shader backend where we can set our caps
dependent of the shader model decisions and without complex caps flag
checks.
dlls/wined3d/arb_program_shader.c
dlls/wined3d/baseshader.c
dlls/wined3d/directx.c
dlls/wined3d/glsl_shader.c
dlls/wined3d/wined3d_private.h