d3d9: Allocate WINED3DCAPS on stack.
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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@ -49,81 +49,81 @@ void present_parameters_from_wined3d_swapchain_desc(D3DPRESENT_PARAMETERS *prese
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const struct wined3d_swapchain_desc *swapchain_desc) DECLSPEC_HIDDEN;
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#define WINECAPSTOD3D9CAPS(_pD3D9Caps, _pWineCaps) \
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_pD3D9Caps->DeviceType = (D3DDEVTYPE) _pWineCaps->DeviceType; \
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_pD3D9Caps->AdapterOrdinal = _pWineCaps->AdapterOrdinal; \
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_pD3D9Caps->Caps = _pWineCaps->Caps; \
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_pD3D9Caps->Caps2 = _pWineCaps->Caps2; \
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_pD3D9Caps->Caps3 = _pWineCaps->Caps3; \
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_pD3D9Caps->PresentationIntervals = _pWineCaps->PresentationIntervals; \
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_pD3D9Caps->CursorCaps = _pWineCaps->CursorCaps; \
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_pD3D9Caps->DevCaps = _pWineCaps->DevCaps; \
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_pD3D9Caps->PrimitiveMiscCaps = _pWineCaps->PrimitiveMiscCaps; \
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_pD3D9Caps->RasterCaps = _pWineCaps->RasterCaps; \
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_pD3D9Caps->ZCmpCaps = _pWineCaps->ZCmpCaps; \
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_pD3D9Caps->SrcBlendCaps = _pWineCaps->SrcBlendCaps; \
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_pD3D9Caps->DestBlendCaps = _pWineCaps->DestBlendCaps; \
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_pD3D9Caps->AlphaCmpCaps = _pWineCaps->AlphaCmpCaps; \
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_pD3D9Caps->ShadeCaps = _pWineCaps->ShadeCaps; \
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_pD3D9Caps->TextureCaps = _pWineCaps->TextureCaps; \
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_pD3D9Caps->TextureFilterCaps = _pWineCaps->TextureFilterCaps; \
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_pD3D9Caps->CubeTextureFilterCaps = _pWineCaps->CubeTextureFilterCaps; \
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_pD3D9Caps->VolumeTextureFilterCaps = _pWineCaps->VolumeTextureFilterCaps; \
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_pD3D9Caps->TextureAddressCaps = _pWineCaps->TextureAddressCaps; \
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_pD3D9Caps->VolumeTextureAddressCaps = _pWineCaps->VolumeTextureAddressCaps; \
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_pD3D9Caps->LineCaps = _pWineCaps->LineCaps; \
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_pD3D9Caps->MaxTextureWidth = _pWineCaps->MaxTextureWidth; \
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_pD3D9Caps->MaxTextureHeight = _pWineCaps->MaxTextureHeight; \
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_pD3D9Caps->MaxVolumeExtent = _pWineCaps->MaxVolumeExtent; \
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_pD3D9Caps->MaxTextureRepeat = _pWineCaps->MaxTextureRepeat; \
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_pD3D9Caps->MaxTextureAspectRatio = _pWineCaps->MaxTextureAspectRatio; \
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_pD3D9Caps->MaxAnisotropy = _pWineCaps->MaxAnisotropy; \
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_pD3D9Caps->MaxVertexW = _pWineCaps->MaxVertexW; \
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_pD3D9Caps->GuardBandLeft = _pWineCaps->GuardBandLeft; \
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_pD3D9Caps->GuardBandTop = _pWineCaps->GuardBandTop; \
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_pD3D9Caps->GuardBandRight = _pWineCaps->GuardBandRight; \
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_pD3D9Caps->GuardBandBottom = _pWineCaps->GuardBandBottom; \
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_pD3D9Caps->ExtentsAdjust = _pWineCaps->ExtentsAdjust; \
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_pD3D9Caps->StencilCaps = _pWineCaps->StencilCaps; \
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_pD3D9Caps->FVFCaps = _pWineCaps->FVFCaps; \
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_pD3D9Caps->TextureOpCaps = _pWineCaps->TextureOpCaps; \
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_pD3D9Caps->MaxTextureBlendStages = _pWineCaps->MaxTextureBlendStages; \
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_pD3D9Caps->MaxSimultaneousTextures = _pWineCaps->MaxSimultaneousTextures; \
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_pD3D9Caps->VertexProcessingCaps = _pWineCaps->VertexProcessingCaps; \
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_pD3D9Caps->MaxActiveLights = _pWineCaps->MaxActiveLights; \
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_pD3D9Caps->MaxUserClipPlanes = _pWineCaps->MaxUserClipPlanes; \
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_pD3D9Caps->MaxVertexBlendMatrices = _pWineCaps->MaxVertexBlendMatrices; \
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_pD3D9Caps->MaxVertexBlendMatrixIndex = _pWineCaps->MaxVertexBlendMatrixIndex; \
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_pD3D9Caps->MaxPointSize = _pWineCaps->MaxPointSize; \
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_pD3D9Caps->MaxPrimitiveCount = _pWineCaps->MaxPrimitiveCount; \
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_pD3D9Caps->MaxVertexIndex = _pWineCaps->MaxVertexIndex; \
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_pD3D9Caps->MaxStreams = _pWineCaps->MaxStreams; \
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_pD3D9Caps->MaxStreamStride = _pWineCaps->MaxStreamStride; \
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_pD3D9Caps->VertexShaderVersion = _pWineCaps->VertexShaderVersion; \
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_pD3D9Caps->MaxVertexShaderConst = _pWineCaps->MaxVertexShaderConst; \
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_pD3D9Caps->PixelShaderVersion = _pWineCaps->PixelShaderVersion; \
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_pD3D9Caps->PixelShader1xMaxValue = _pWineCaps->PixelShader1xMaxValue; \
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_pD3D9Caps->DevCaps2 = _pWineCaps->DevCaps2; \
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_pD3D9Caps->MaxNpatchTessellationLevel = _pWineCaps->MaxNpatchTessellationLevel; \
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_pD3D9Caps->MasterAdapterOrdinal = _pWineCaps->MasterAdapterOrdinal; \
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_pD3D9Caps->AdapterOrdinalInGroup = _pWineCaps->AdapterOrdinalInGroup; \
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_pD3D9Caps->NumberOfAdaptersInGroup = _pWineCaps->NumberOfAdaptersInGroup; \
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_pD3D9Caps->DeclTypes = _pWineCaps->DeclTypes; \
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_pD3D9Caps->NumSimultaneousRTs = _pWineCaps->NumSimultaneousRTs; \
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_pD3D9Caps->StretchRectFilterCaps = _pWineCaps->StretchRectFilterCaps; \
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_pD3D9Caps->VS20Caps.Caps = _pWineCaps->VS20Caps.caps; \
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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.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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_pD3D9Caps->MaxVertexShader30InstructionSlots = _pWineCaps->MaxVertexShader30InstructionSlots; \
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_pD3D9Caps->MaxPixelShader30InstructionSlots = _pWineCaps->MaxPixelShader30InstructionSlots;
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_pD3D9Caps->DeviceType = (D3DDEVTYPE) (_pWineCaps)->DeviceType; \
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_pD3D9Caps->AdapterOrdinal = (_pWineCaps)->AdapterOrdinal; \
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_pD3D9Caps->Caps = (_pWineCaps)->Caps; \
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_pD3D9Caps->Caps2 = (_pWineCaps)->Caps2; \
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_pD3D9Caps->Caps3 = (_pWineCaps)->Caps3; \
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_pD3D9Caps->PresentationIntervals = (_pWineCaps)->PresentationIntervals; \
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_pD3D9Caps->CursorCaps = (_pWineCaps)->CursorCaps; \
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_pD3D9Caps->DevCaps = (_pWineCaps)->DevCaps; \
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_pD3D9Caps->PrimitiveMiscCaps = (_pWineCaps)->PrimitiveMiscCaps; \
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_pD3D9Caps->RasterCaps = (_pWineCaps)->RasterCaps; \
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_pD3D9Caps->ZCmpCaps = (_pWineCaps)->ZCmpCaps; \
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_pD3D9Caps->SrcBlendCaps = (_pWineCaps)->SrcBlendCaps; \
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_pD3D9Caps->DestBlendCaps = (_pWineCaps)->DestBlendCaps; \
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_pD3D9Caps->AlphaCmpCaps = (_pWineCaps)->AlphaCmpCaps; \
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_pD3D9Caps->ShadeCaps = (_pWineCaps)->ShadeCaps; \
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_pD3D9Caps->TextureCaps = (_pWineCaps)->TextureCaps; \
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_pD3D9Caps->TextureFilterCaps = (_pWineCaps)->TextureFilterCaps; \
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_pD3D9Caps->CubeTextureFilterCaps = (_pWineCaps)->CubeTextureFilterCaps; \
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_pD3D9Caps->VolumeTextureFilterCaps = (_pWineCaps)->VolumeTextureFilterCaps; \
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_pD3D9Caps->TextureAddressCaps = (_pWineCaps)->TextureAddressCaps; \
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_pD3D9Caps->VolumeTextureAddressCaps = (_pWineCaps)->VolumeTextureAddressCaps; \
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_pD3D9Caps->LineCaps = (_pWineCaps)->LineCaps; \
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_pD3D9Caps->MaxTextureWidth = (_pWineCaps)->MaxTextureWidth; \
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_pD3D9Caps->MaxTextureHeight = (_pWineCaps)->MaxTextureHeight; \
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_pD3D9Caps->MaxVolumeExtent = (_pWineCaps)->MaxVolumeExtent; \
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_pD3D9Caps->MaxTextureRepeat = (_pWineCaps)->MaxTextureRepeat; \
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_pD3D9Caps->MaxTextureAspectRatio = (_pWineCaps)->MaxTextureAspectRatio; \
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_pD3D9Caps->MaxAnisotropy = (_pWineCaps)->MaxAnisotropy; \
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_pD3D9Caps->MaxVertexW = (_pWineCaps)->MaxVertexW; \
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_pD3D9Caps->GuardBandLeft = (_pWineCaps)->GuardBandLeft; \
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_pD3D9Caps->GuardBandTop = (_pWineCaps)->GuardBandTop; \
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_pD3D9Caps->GuardBandRight = (_pWineCaps)->GuardBandRight; \
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_pD3D9Caps->GuardBandBottom = (_pWineCaps)->GuardBandBottom; \
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_pD3D9Caps->ExtentsAdjust = (_pWineCaps)->ExtentsAdjust; \
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_pD3D9Caps->StencilCaps = (_pWineCaps)->StencilCaps; \
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_pD3D9Caps->FVFCaps = (_pWineCaps)->FVFCaps; \
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_pD3D9Caps->TextureOpCaps = (_pWineCaps)->TextureOpCaps; \
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_pD3D9Caps->MaxTextureBlendStages = (_pWineCaps)->MaxTextureBlendStages; \
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_pD3D9Caps->MaxSimultaneousTextures = (_pWineCaps)->MaxSimultaneousTextures; \
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_pD3D9Caps->VertexProcessingCaps = (_pWineCaps)->VertexProcessingCaps; \
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_pD3D9Caps->MaxActiveLights = (_pWineCaps)->MaxActiveLights; \
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_pD3D9Caps->MaxUserClipPlanes = (_pWineCaps)->MaxUserClipPlanes; \
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_pD3D9Caps->MaxVertexBlendMatrices = (_pWineCaps)->MaxVertexBlendMatrices; \
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_pD3D9Caps->MaxVertexBlendMatrixIndex = (_pWineCaps)->MaxVertexBlendMatrixIndex; \
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_pD3D9Caps->MaxPointSize = (_pWineCaps)->MaxPointSize; \
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_pD3D9Caps->MaxPrimitiveCount = (_pWineCaps)->MaxPrimitiveCount; \
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_pD3D9Caps->MaxVertexIndex = (_pWineCaps)->MaxVertexIndex; \
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_pD3D9Caps->MaxStreams = (_pWineCaps)->MaxStreams; \
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_pD3D9Caps->MaxStreamStride = (_pWineCaps)->MaxStreamStride; \
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_pD3D9Caps->VertexShaderVersion = (_pWineCaps)->VertexShaderVersion; \
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_pD3D9Caps->MaxVertexShaderConst = (_pWineCaps)->MaxVertexShaderConst; \
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_pD3D9Caps->PixelShaderVersion = (_pWineCaps)->PixelShaderVersion; \
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_pD3D9Caps->PixelShader1xMaxValue = (_pWineCaps)->PixelShader1xMaxValue; \
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_pD3D9Caps->DevCaps2 = (_pWineCaps)->DevCaps2; \
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_pD3D9Caps->MaxNpatchTessellationLevel = (_pWineCaps)->MaxNpatchTessellationLevel; \
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_pD3D9Caps->MasterAdapterOrdinal = (_pWineCaps)->MasterAdapterOrdinal; \
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_pD3D9Caps->AdapterOrdinalInGroup = (_pWineCaps)->AdapterOrdinalInGroup; \
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_pD3D9Caps->NumberOfAdaptersInGroup = (_pWineCaps)->NumberOfAdaptersInGroup; \
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_pD3D9Caps->DeclTypes = (_pWineCaps)->DeclTypes; \
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_pD3D9Caps->NumSimultaneousRTs = (_pWineCaps)->NumSimultaneousRTs; \
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_pD3D9Caps->StretchRectFilterCaps = (_pWineCaps)->StretchRectFilterCaps; \
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_pD3D9Caps->VS20Caps.Caps = (_pWineCaps)->VS20Caps.caps; \
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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.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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_pD3D9Caps->MaxVertexShader30InstructionSlots = (_pWineCaps)->MaxVertexShader30InstructionSlots; \
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_pD3D9Caps->MaxPixelShader30InstructionSlots = (_pWineCaps)->MaxPixelShader30InstructionSlots;
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struct d3d9
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{
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@ -406,7 +406,7 @@ static HRESULT WINAPI d3d9_device_GetDirect3D(IDirect3DDevice9Ex *iface, IDirect
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static HRESULT WINAPI d3d9_device_GetDeviceCaps(IDirect3DDevice9Ex *iface, D3DCAPS9 *caps)
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{
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struct d3d9_device *device = impl_from_IDirect3DDevice9Ex(iface);
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WINED3DCAPS *wined3d_caps;
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WINED3DCAPS wined3d_caps;
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HRESULT hr;
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TRACE("iface %p, caps %p.\n", iface, caps);
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@ -414,17 +414,13 @@ static HRESULT WINAPI d3d9_device_GetDeviceCaps(IDirect3DDevice9Ex *iface, D3DCA
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if (!caps)
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return D3DERR_INVALIDCALL;
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if (!(wined3d_caps = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*wined3d_caps))))
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return D3DERR_INVALIDCALL; /* well this is what MSDN says to return */
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memset(caps, 0, sizeof(*caps));
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wined3d_mutex_lock();
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hr = wined3d_device_get_device_caps(device->wined3d_device, wined3d_caps);
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hr = wined3d_device_get_device_caps(device->wined3d_device, &wined3d_caps);
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wined3d_mutex_unlock();
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WINECAPSTOD3D9CAPS(caps, wined3d_caps)
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HeapFree(GetProcessHeap(), 0, wined3d_caps);
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WINECAPSTOD3D9CAPS(caps, &wined3d_caps)
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/* Some functionality is implemented in d3d9.dll, not wined3d.dll. Add the needed caps */
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caps->DevCaps2 |= D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES;
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@ -426,7 +426,7 @@ void filter_caps(D3DCAPS9* pCaps)
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static HRESULT WINAPI d3d9_GetDeviceCaps(IDirect3D9Ex *iface, UINT adapter, D3DDEVTYPE device_type, D3DCAPS9 *caps)
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{
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struct d3d9 *d3d9 = impl_from_IDirect3D9Ex(iface);
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WINED3DCAPS *wined3d_caps;
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WINED3DCAPS wined3d_caps;
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HRESULT hr;
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TRACE("iface %p, adapter %u, device_type %#x, caps %p.\n", iface, adapter, device_type, caps);
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@ -434,16 +434,13 @@ static HRESULT WINAPI d3d9_GetDeviceCaps(IDirect3D9Ex *iface, UINT adapter, D3DD
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if (!caps)
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return D3DERR_INVALIDCALL;
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if (!(wined3d_caps = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WINED3DCAPS))))
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return D3DERR_INVALIDCALL; /*well this is what MSDN says to return*/
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memset(caps, 0, sizeof(*caps));
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wined3d_mutex_lock();
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hr = wined3d_get_device_caps(d3d9->wined3d, adapter, device_type, wined3d_caps);
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hr = wined3d_get_device_caps(d3d9->wined3d, adapter, device_type, &wined3d_caps);
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wined3d_mutex_unlock();
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WINECAPSTOD3D9CAPS(caps, wined3d_caps)
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HeapFree(GetProcessHeap(), 0, wined3d_caps);
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WINECAPSTOD3D9CAPS(caps, &wined3d_caps)
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/* Some functionality is implemented in d3d9.dll, not wined3d.dll. Add the needed caps */
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caps->DevCaps2 |= D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES;
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