wined3d: Pass wined3d_adapter to fragment_pipe->get_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>
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9502b8e843
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@ -3729,7 +3729,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
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d3d_info->limits.active_light_count = vertex_caps.max_active_lights;
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d3d_info->emulated_flatshading = vertex_caps.emulated_flatshading;
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adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
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adapter->fragment_pipe->get_caps(adapter, &fragment_caps);
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d3d_info->limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
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d3d_info->limits.ffp_textures = fragment_caps.MaxSimultaneousTextures;
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d3d_info->shader_color_key = !!(fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY);
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@ -4812,7 +4812,7 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wine
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priv->vertex_pipe = vertex_pipe;
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priv->fragment_pipe = fragment_pipe;
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fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
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fragment_pipe->get_caps(device->adapter, &fragment_caps);
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priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
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device->vertex_priv = vertex_priv;
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@ -5736,8 +5736,10 @@ static void arbfp_free(struct wined3d_device *device, struct wined3d_context *co
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heap_free(device->fragment_priv);
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}
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static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
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static void arbfp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
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{
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const struct wined3d_gl_info *gl_info = &adapter->gl_info;
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caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
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| WINED3D_FRAGMENT_CAP_SRGB_WRITE
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| WINED3D_FRAGMENT_CAP_COLOR_KEY;
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@ -1263,7 +1263,7 @@ static void atifs_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
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}
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}
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static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
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static void atifs_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
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{
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caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
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caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP |
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@ -1968,7 +1968,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, unsigned in
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caps->VertexTextureFilterCaps = 0;
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adapter->shader_backend->shader_get_caps(adapter, &shader_caps);
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adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
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adapter->fragment_pipe->get_caps(adapter, &fragment_caps);
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adapter->vertex_pipe->vp_get_caps(adapter, &vertex_caps);
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/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
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@ -11189,7 +11189,6 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct win
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const struct fragment_pipeline *fragment_pipe)
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{
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SIZE_T stack_size = wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F, WINED3D_MAX_PS_CONSTS_F)) + 1;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct fragment_caps fragment_caps;
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void *vertex_priv, *fragment_priv;
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struct shader_glsl_priv *priv;
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@ -11243,7 +11242,7 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct win
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priv->next_constant_version = 1;
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priv->vertex_pipe = vertex_pipe;
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priv->fragment_pipe = fragment_pipe;
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fragment_pipe->get_caps(gl_info, &fragment_caps);
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fragment_pipe->get_caps(device->adapter, &fragment_caps);
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priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
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priv->legacy_lighting = device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING;
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@ -12171,8 +12170,10 @@ static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOO
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/* Nothing to do. */
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}
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static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
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static void glsl_fragment_pipe_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
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{
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const struct wined3d_gl_info *gl_info = &adapter->gl_info;
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caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
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| WINED3D_FRAGMENT_CAP_SRGB_WRITE
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| WINED3D_FRAGMENT_CAP_COLOR_KEY;
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@ -687,8 +687,10 @@ static void nvts_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
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}
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}
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static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
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static void nvrc_fragment_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
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{
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const struct wined3d_gl_info *gl_info = &adapter->gl_info;
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caps->wined3d_caps = 0;
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caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
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@ -3236,7 +3236,7 @@ static HRESULT shader_none_alloc(struct wined3d_device *device, const struct win
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priv->vertex_pipe = vertex_pipe;
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priv->fragment_pipe = fragment_pipe;
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fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
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fragment_pipe->get_caps(device->adapter, &fragment_caps);
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priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
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device->vertex_priv = vertex_priv;
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@ -5238,8 +5238,10 @@ const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
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vp_ffp_states,
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};
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static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
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static void ffp_fragment_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
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{
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const struct wined3d_gl_info *gl_info = &adapter->gl_info;
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caps->wined3d_caps = 0;
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caps->PrimitiveMiscCaps = 0;
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caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
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@ -5340,7 +5342,7 @@ const struct wined3d_vertex_pipe_ops none_vertex_pipe =
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NULL,
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};
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static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
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static void fp_none_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
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{
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memset(caps, 0, sizeof(*caps));
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}
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@ -3138,7 +3138,7 @@ static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct win
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unsigned int i, j;
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BOOL srgb_write;
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adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
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adapter->fragment_pipe->get_caps(adapter, &fragment_caps);
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adapter->shader_backend->shader_get_caps(adapter, &shader_caps);
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srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
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&& (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
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@ -2060,7 +2060,7 @@ struct fragment_caps
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struct fragment_pipeline
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{
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void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
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void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
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void (*get_caps)(const struct wined3d_adapter *adapter, struct fragment_caps *caps);
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DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
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void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
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void (*free_private)(struct wined3d_device *device, struct wined3d_context *context);
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