wined3d: Get rid of the unused DeviceType parameter to select_shader_mode().

This commit is contained in:
Henri Verbeet 2009-09-17 12:35:27 +02:00 committed by Alexandre Julliard
parent 4ba16b84a9
commit 4aaf47f277
1 changed files with 10 additions and 13 deletions

View File

@ -377,11 +377,9 @@ static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
return ref;
}
/* Set the shader type for this device, depending on the given capabilities,
* the device type, and the user preferences in wined3d_settings */
static void select_shader_mode(const struct wined3d_gl_info *gl_info,
WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
/* Set the shader type for this device, depending on the given capabilities
* and the user preferences in wined3d_settings. */
static void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
{
if (wined3d_settings.vs_mode == VS_NONE) {
*vs_selected = SHADER_NONE;
@ -2716,7 +2714,7 @@ static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
{
int vs_selected_mode;
int ps_selected_mode;
select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
TRACE_(d3d_caps)("[OK]\n");
@ -3577,7 +3575,7 @@ static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adap
int vs_selected_mode;
int ps_selected_mode;
select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
ret = &glsl_shader_backend;
} else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
@ -3595,7 +3593,7 @@ static const struct fragment_pipeline *select_fragment_implementation(struct Win
int vs_selected_mode;
int ps_selected_mode;
select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
return &arbfp_fragment_pipeline;
} else if(ps_selected_mode == SHADER_ATI) {
@ -3615,7 +3613,7 @@ static const struct blit_shader *select_blit_implementation(struct WineD3DAdapte
int vs_selected_mode;
int ps_selected_mode;
select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
return &arbfp_blit;
} else {
@ -3645,7 +3643,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
return WINED3DERR_INVALIDCALL;
}
select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
/* This function should *not* be modifying GL caps
* TODO: move the functionality where it belongs */
@ -4263,8 +4261,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
object->adapterNo = Adapter;
object->devType = DeviceType;
select_shader_mode(&adapter->gl_info, DeviceType,
&object->ps_selected_mode, &object->vs_selected_mode);
select_shader_mode(&adapter->gl_info, &object->ps_selected_mode, &object->vs_selected_mode);
object->shader_backend = select_shader_backend(adapter, DeviceType);
memset(&shader_caps, 0, sizeof(shader_caps));
@ -4762,7 +4759,7 @@ BOOL InitAdapters(IWineD3DImpl *This)
WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
fillGLAttribFuncs(&adapter->gl_info);
adapter->opengl = TRUE;