wined3d: Get rid of the WINED3DPSHADERCAPS2_0 typedef.

This commit is contained in:
Henri Verbeet 2011-12-08 21:04:06 +01:00 committed by Alexandre Julliard
parent af6b98c44b
commit 38c3cde6fd
3 changed files with 28 additions and 28 deletions

View File

@ -115,11 +115,11 @@ enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_H
_pD3D9Caps->VS20Caps.DynamicFlowControlDepth = _pWineCaps->VS20Caps.dynamic_flow_control_depth; \
_pD3D9Caps->VS20Caps.NumTemps = _pWineCaps->VS20Caps.temp_count; \
_pD3D9Caps->VS20Caps.StaticFlowControlDepth = _pWineCaps->VS20Caps.static_flow_control_depth; \
_pD3D9Caps->PS20Caps.Caps = _pWineCaps->PS20Caps.Caps; \
_pD3D9Caps->PS20Caps.DynamicFlowControlDepth = _pWineCaps->PS20Caps.DynamicFlowControlDepth; \
_pD3D9Caps->PS20Caps.NumTemps = _pWineCaps->PS20Caps.NumTemps; \
_pD3D9Caps->PS20Caps.StaticFlowControlDepth = _pWineCaps->PS20Caps.StaticFlowControlDepth; \
_pD3D9Caps->PS20Caps.NumInstructionSlots = _pWineCaps->PS20Caps.NumInstructionSlots; \
_pD3D9Caps->PS20Caps.Caps = _pWineCaps->PS20Caps.caps; \
_pD3D9Caps->PS20Caps.DynamicFlowControlDepth = _pWineCaps->PS20Caps.dynamic_flow_control_depth; \
_pD3D9Caps->PS20Caps.NumTemps = _pWineCaps->PS20Caps.temp_count; \
_pD3D9Caps->PS20Caps.StaticFlowControlDepth = _pWineCaps->PS20Caps.static_flow_control_depth; \
_pD3D9Caps->PS20Caps.NumInstructionSlots = _pWineCaps->PS20Caps.instruction_slot_count; \
_pD3D9Caps->VertexTextureFilterCaps = _pWineCaps->VertexTextureFilterCaps; \
_pD3D9Caps->MaxVShaderInstructionsExecuted = _pWineCaps->MaxVShaderInstructionsExecuted; \
_pD3D9Caps->MaxPShaderInstructionsExecuted = _pWineCaps->MaxPShaderInstructionsExecuted; \

View File

@ -4804,18 +4804,18 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
/* Caps is more or less undocumented on MSDN but it appears to be
* used for PS20Caps based on results from R9600/FX5900/Geforce6800
* cards from Windows */
caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
caps->PS20Caps.caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
WINED3DPS20CAPS_PREDICATION |
WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
/* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
caps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps);
/* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
/* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
caps->PS20Caps.instruction_slot_count = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
caps->MaxPShaderInstructionsExecuted = 65535;
caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
@ -4824,23 +4824,23 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
else if(caps->PixelShaderVersion == 2)
{
/* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
caps->PS20Caps.Caps = 0;
caps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
caps->PS20Caps.caps = 0;
caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps);
caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
/* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
caps->MaxPixelShader30InstructionSlots = 0;
}
else /* PS 1.x */
{
caps->PS20Caps.Caps = 0;
caps->PS20Caps.DynamicFlowControlDepth = 0;
caps->PS20Caps.NumTemps = 0;
caps->PS20Caps.StaticFlowControlDepth = 0;
caps->PS20Caps.NumInstructionSlots = 0;
caps->PS20Caps.caps = 0;
caps->PS20Caps.dynamic_flow_control_depth = 0;
caps->PS20Caps.temp_count = 0;
caps->PS20Caps.static_flow_control_depth = 0;
caps->PS20Caps.instruction_slot_count = 0;
caps->MaxPShaderInstructionsExecuted = 0;
caps->MaxPixelShader30InstructionSlots = 0;

View File

@ -1750,14 +1750,14 @@ struct wined3d_vertex_shader_caps
INT static_flow_control_depth;
};
typedef struct _WINED3DPSHADERCAPS2_0
struct wined3d_pixel_shader_caps
{
DWORD Caps;
INT DynamicFlowControlDepth;
INT NumTemps;
INT StaticFlowControlDepth;
INT NumInstructionSlots;
} WINED3DPSHADERCAPS2_0;
DWORD caps;
INT dynamic_flow_control_depth;
INT temp_count;
INT static_flow_control_depth;
INT instruction_slot_count;
};
typedef struct _WINEDDCAPS
{
@ -1861,7 +1861,7 @@ typedef struct _WINED3DCAPS
DWORD NumSimultaneousRTs;
DWORD StretchRectFilterCaps;
struct wined3d_vertex_shader_caps VS20Caps;
WINED3DPSHADERCAPS2_0 PS20Caps;
struct wined3d_pixel_shader_caps PS20Caps;
DWORD VertexTextureFilterCaps;
DWORD MaxVShaderInstructionsExecuted;
DWORD MaxPShaderInstructionsExecuted;