wined3d: Pass wined3d_adapter to vp_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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@ -3722,7 +3722,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
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d3d_info->viewport_array_index_any_shader = !!gl_info->supported[ARB_SHADER_VIEWPORT_LAYER_ARRAY];
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adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps);
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adapter->vertex_pipe->vp_get_caps(adapter, &vertex_caps);
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d3d_info->xyzrhw = vertex_caps.xyzrhw;
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d3d_info->ffp_generic_attributes = vertex_caps.ffp_generic_attributes;
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d3d_info->limits.ffp_vertex_blend_matrices = vertex_caps.max_vertex_blend_matrices;
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@ -1969,7 +1969,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, unsigned in
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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->vertex_pipe->vp_get_caps(gl_info, &vertex_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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caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
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@ -11677,8 +11677,10 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
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static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
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static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
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static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_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->xyzrhw = TRUE;
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caps->emulated_flatshading = !needs_legacy_glsl_syntax(gl_info);
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caps->ffp_generic_attributes = TRUE;
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@ -5200,8 +5200,10 @@ static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend,
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static void ffp_free(struct wined3d_device *device, struct wined3d_context *context) {}
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static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
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static void vp_ffp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_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->xyzrhw = FALSE;
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caps->ffp_generic_attributes = FALSE;
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caps->max_active_lights = gl_info->limits.lights;
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@ -5318,7 +5320,7 @@ static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend,
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static void none_free(struct wined3d_device *device, struct wined3d_context *context) {}
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static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
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static void vp_none_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
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{
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memset(caps, 0, sizeof(*caps));
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}
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@ -2087,7 +2087,7 @@ struct wined3d_vertex_caps
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struct wined3d_vertex_pipe_ops
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{
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void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
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void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
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void (*vp_get_caps)(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps);
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DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
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void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
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void (*vp_free)(struct wined3d_device *device, struct wined3d_context *context);
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