wined3d: Use local gl_info variable in wined3d_get_device_caps().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-08-21 10:24:30 +02:00 committed by Alexandre Julliard
parent bd398e319c
commit 760b0de7f4
1 changed files with 9 additions and 9 deletions

View File

@ -2205,9 +2205,9 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
WINED3DPTFILTERCAPS_MAGFLINEAR;
caps->VertexTextureFilterCaps = 0;
adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
adapter->vertex_pipe->vp_get_caps(&adapter->gl_info, &vertex_caps);
adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps);
/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
@ -2243,19 +2243,19 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
caps->VS20Caps.caps = WINED3DVS20CAPS_PREDICATION;
/* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
caps->VS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_vs_temps);
caps->VS20Caps.temp_count = max(32, gl_info->limits.arb_vs_temps);
/* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
caps->VS20Caps.static_flow_control_depth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
caps->MaxVertexShader30InstructionSlots = max(512, gl_info->limits.arb_vs_instructions);
caps->VertexTextureFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MAGFPOINT;
}
else if (caps->VertexShaderVersion == 2)
{
caps->VS20Caps.caps = 0;
caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
caps->VS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_vs_temps);
caps->VS20Caps.temp_count = max(12, gl_info->limits.arb_vs_temps);
caps->VS20Caps.static_flow_control_depth = 1;
caps->MaxVShaderInstructionsExecuted = 65535;
@ -2289,7 +2289,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
/* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps);
caps->PS20Caps.temp_count = max(32, gl_info->limits.arb_ps_temps);
/* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
/* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
@ -2297,14 +2297,14 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
caps->MaxPShaderInstructionsExecuted = 65535;
caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
adapter->gl_info.limits.arb_ps_instructions);
gl_info->limits.arb_ps_instructions);
}
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.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps);
caps->PS20Caps.temp_count = max(12, 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.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;