LEAVE_GL();
}
-static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype,
- const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
+static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
{
pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
WINED3DTEXOPCAPS_ADDSIGNED |
WINED3DTEXOPCAPS_PREMODULATE */
#endif
- pCaps->MaxTextureBlendStages = gl_info->limits.texture_stages;
+ pCaps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;