wined3d: Get rid of the WINED3DPSHADERCAPS2_0 typedef.
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@ -115,11 +115,11 @@ enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_H
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_pD3D9Caps->VS20Caps.DynamicFlowControlDepth = _pWineCaps->VS20Caps.dynamic_flow_control_depth; \
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_pD3D9Caps->VS20Caps.NumTemps = _pWineCaps->VS20Caps.temp_count; \
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_pD3D9Caps->VS20Caps.StaticFlowControlDepth = _pWineCaps->VS20Caps.static_flow_control_depth; \
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_pD3D9Caps->PS20Caps.Caps = _pWineCaps->PS20Caps.Caps; \
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_pD3D9Caps->PS20Caps.DynamicFlowControlDepth = _pWineCaps->PS20Caps.DynamicFlowControlDepth; \
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_pD3D9Caps->PS20Caps.NumTemps = _pWineCaps->PS20Caps.NumTemps; \
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_pD3D9Caps->PS20Caps.StaticFlowControlDepth = _pWineCaps->PS20Caps.StaticFlowControlDepth; \
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_pD3D9Caps->PS20Caps.NumInstructionSlots = _pWineCaps->PS20Caps.NumInstructionSlots; \
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_pD3D9Caps->PS20Caps.Caps = _pWineCaps->PS20Caps.caps; \
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_pD3D9Caps->PS20Caps.DynamicFlowControlDepth = _pWineCaps->PS20Caps.dynamic_flow_control_depth; \
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_pD3D9Caps->PS20Caps.NumTemps = _pWineCaps->PS20Caps.temp_count; \
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_pD3D9Caps->PS20Caps.StaticFlowControlDepth = _pWineCaps->PS20Caps.static_flow_control_depth; \
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_pD3D9Caps->PS20Caps.NumInstructionSlots = _pWineCaps->PS20Caps.instruction_slot_count; \
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_pD3D9Caps->VertexTextureFilterCaps = _pWineCaps->VertexTextureFilterCaps; \
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_pD3D9Caps->MaxVShaderInstructionsExecuted = _pWineCaps->MaxVShaderInstructionsExecuted; \
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_pD3D9Caps->MaxPShaderInstructionsExecuted = _pWineCaps->MaxPShaderInstructionsExecuted; \
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@ -4804,18 +4804,18 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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/* Caps is more or less undocumented on MSDN but it appears to be
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* used for PS20Caps based on results from R9600/FX5900/Geforce6800
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* cards from Windows */
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caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
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caps->PS20Caps.caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
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WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
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WINED3DPS20CAPS_PREDICATION |
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WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
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WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
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/* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
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caps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
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caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
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caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
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caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps);
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/* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
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caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
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caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
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/* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
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caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
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caps->PS20Caps.instruction_slot_count = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
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caps->MaxPShaderInstructionsExecuted = 65535;
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caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
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@ -4824,23 +4824,23 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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else if(caps->PixelShaderVersion == 2)
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{
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/* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
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caps->PS20Caps.Caps = 0;
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caps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
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caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
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caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
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caps->PS20Caps.caps = 0;
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caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
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caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps);
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caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
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/* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
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caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
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caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
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caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
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caps->MaxPixelShader30InstructionSlots = 0;
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}
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else /* PS 1.x */
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{
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caps->PS20Caps.Caps = 0;
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caps->PS20Caps.DynamicFlowControlDepth = 0;
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caps->PS20Caps.NumTemps = 0;
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caps->PS20Caps.StaticFlowControlDepth = 0;
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caps->PS20Caps.NumInstructionSlots = 0;
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caps->PS20Caps.caps = 0;
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caps->PS20Caps.dynamic_flow_control_depth = 0;
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caps->PS20Caps.temp_count = 0;
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caps->PS20Caps.static_flow_control_depth = 0;
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caps->PS20Caps.instruction_slot_count = 0;
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caps->MaxPShaderInstructionsExecuted = 0;
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caps->MaxPixelShader30InstructionSlots = 0;
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@ -1750,14 +1750,14 @@ struct wined3d_vertex_shader_caps
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INT static_flow_control_depth;
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};
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typedef struct _WINED3DPSHADERCAPS2_0
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struct wined3d_pixel_shader_caps
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{
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DWORD Caps;
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INT DynamicFlowControlDepth;
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INT NumTemps;
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INT StaticFlowControlDepth;
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INT NumInstructionSlots;
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} WINED3DPSHADERCAPS2_0;
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DWORD caps;
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INT dynamic_flow_control_depth;
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INT temp_count;
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INT static_flow_control_depth;
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INT instruction_slot_count;
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};
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typedef struct _WINEDDCAPS
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{
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@ -1861,7 +1861,7 @@ typedef struct _WINED3DCAPS
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DWORD NumSimultaneousRTs;
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DWORD StretchRectFilterCaps;
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struct wined3d_vertex_shader_caps VS20Caps;
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WINED3DPSHADERCAPS2_0 PS20Caps;
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struct wined3d_pixel_shader_caps PS20Caps;
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DWORD VertexTextureFilterCaps;
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DWORD MaxVShaderInstructionsExecuted;
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DWORD MaxPShaderInstructionsExecuted;
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