Compiler - match pixel and vertex shader profiles
TRAC #11717
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/trunk@94 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 3e98ec1..282d874 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -251,6 +251,20 @@
{
depthStencil->Release();
}
+
+ D3DCAPS9 capabilities;
+ device->GetDeviceCaps(&capabilities);
+
+ if (capabilities.PixelShaderVersion == D3DPS_VERSION(3, 0))
+ {
+ mPsProfile = "ps_3_0";
+ mVsProfile = "vs_3_0";
+ }
+ else // egl::Display guarantees support for at least 2.0
+ {
+ mPsProfile = "ps_2_0";
+ mVsProfile = "vs_2_0";
+ }
}
void Context::setClearColor(float red, float green, float blue, float alpha)
@@ -1642,6 +1656,16 @@
return GL_NO_ERROR;
}
+const char *Context::getPixelShaderProfile()
+{
+ return mPsProfile;
+}
+
+const char *Context::getVertexShaderProfile()
+{
+ return mVsProfile;
+}
+
void Context::detachBuffer(GLuint buffer)
{
// [OpenGL ES 2.0.24] section 2.9 page 22:
diff --git a/src/libGLESv2/Context.h b/src/libGLESv2/Context.h
index 649114a..939b5f6 100644
--- a/src/libGLESv2/Context.h
+++ b/src/libGLESv2/Context.h
@@ -277,6 +277,9 @@
GLenum getError();
+ const char *getPixelShaderProfile();
+ const char *getVertexShaderProfile();
+
private:
DISALLOW_COPY_AND_ASSIGN(Context);
@@ -333,6 +336,9 @@
bool mInvalidFramebufferOperation;
bool mHasBeenCurrent;
+
+ const char *mPsProfile;
+ const char *mVsProfile;
};
}
diff --git a/src/libGLESv2/Program.cpp b/src/libGLESv2/Program.cpp
index 71de712..df91db5 100644
--- a/src/libGLESv2/Program.cpp
+++ b/src/libGLESv2/Program.cpp
@@ -423,9 +423,9 @@
return;
}
- IDirect3DDevice9 *device = getDevice();
- const char *vertexProfile = D3DXGetVertexShaderProfile(device);
- const char *pixelProfile = D3DXGetPixelShaderProfile(device);
+ Context *context = getContext();
+ const char *vertexProfile = context->getVertexShaderProfile();
+ const char *pixelProfile = context->getPixelShaderProfile();
const char *pixelHLSL = mFragmentShader->linkHLSL();
const char *vertexHLSL = mVertexShader->linkHLSL(pixelHLSL);
@@ -434,6 +434,7 @@
if (vertexBinary && pixelBinary)
{
+ IDirect3DDevice9 *device = getDevice();
HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);