diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 1197aac104d..227f26226d4 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -4858,7 +4858,7 @@ static BOOL shader_arb_dirty_const(void) return TRUE; } -static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps) +static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps) { if (gl_info->supported[ARB_VERTEX_PROGRAM]) { @@ -4875,26 +4875,26 @@ static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct sh if (gl_info->supported[NV_VERTEX_PROGRAM3]) { - pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0); + caps->VertexShaderVersion = WINED3DVS_VERSION(3,0); TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n"); } else if (vs_consts >= 256) { /* Shader Model 2.0 requires at least 256 vertex shader constants */ - pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0); + caps->VertexShaderVersion = WINED3DVS_VERSION(2,0); TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n"); } else { - pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1); + caps->VertexShaderVersion = WINED3DVS_VERSION(1,1); TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n"); } - pCaps->MaxVertexShaderConst = vs_consts; + caps->MaxVertexShaderConst = vs_consts; } else { - pCaps->VertexShaderVersion = 0; - pCaps->MaxVertexShaderConst = 0; + caps->VertexShaderVersion = 0; + caps->MaxVertexShaderConst = 0; } if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) @@ -4910,31 +4910,31 @@ static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct sh if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) { - pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0); + caps->PixelShaderVersion = WINED3DPS_VERSION(3,0); TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n"); } else if (ps_consts >= 32) { /* Shader Model 2.0 requires at least 32 pixel shader constants */ - pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0); + caps->PixelShaderVersion = WINED3DPS_VERSION(2,0); TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n"); } else { - pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4); + caps->PixelShaderVersion = WINED3DPS_VERSION(1,4); TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n"); } - pCaps->PixelShader1xMaxValue = 8.0f; - pCaps->MaxPixelShaderConst = ps_consts; + caps->PixelShader1xMaxValue = 8.0f; + caps->MaxPixelShaderConst = ps_consts; } else { - pCaps->PixelShaderVersion = 0; - pCaps->PixelShader1xMaxValue = 0.0f; - pCaps->MaxPixelShaderConst = 0; + caps->PixelShaderVersion = 0; + caps->PixelShader1xMaxValue = 0.0f; + caps->MaxPixelShaderConst = 0; } - pCaps->VSClipping = use_nv_clip(gl_info); + caps->VSClipping = use_nv_clip(gl_info); } static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 499ed155139..7bda045e772 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -4922,7 +4922,7 @@ static BOOL shader_glsl_dirty_const(void) return FALSE; } -static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps) +static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps) { /* NVIDIA GeForce 6 / 7 or ATI R4xx / R5xx cards with GLSL support * support SM3, but older NVIDIA / ATI models with GLSL support only @@ -4944,17 +4944,17 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s || gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4]) { - pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0); - pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0); + caps->VertexShaderVersion = WINED3DVS_VERSION(3,0); + caps->PixelShaderVersion = WINED3DPS_VERSION(3,0); } else { - pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0); - pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0); + caps->VertexShaderVersion = WINED3DVS_VERSION(2,0); + caps->PixelShaderVersion = WINED3DPS_VERSION(2,0); } - pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants; - pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants; + caps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants; + caps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants; /* FIXME: The following line is card dependent. -8.0 to 8.0 is the * Direct3D minimum requirement. @@ -4968,14 +4968,14 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't * offer a way to query this. */ - pCaps->PixelShader1xMaxValue = 8.0; + caps->PixelShader1xMaxValue = 8.0; - pCaps->VSClipping = TRUE; + caps->VSClipping = TRUE; TRACE_(d3d_caps)("Hardware vertex shader version %u.%u enabled (GLSL).\n", - (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff); + (caps->VertexShaderVersion >> 8) & 0xff, caps->VertexShaderVersion & 0xff); TRACE_(d3d_caps)("Hardware pixel shader version %u.%u enabled (GLSL).\n", - (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff); + (caps->PixelShaderVersion >> 8) & 0xff, caps->PixelShaderVersion & 0xff); } static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup) diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c index 66278cd660b..0f0eb0b2f69 100644 --- a/dlls/wined3d/nvidia_texture_shader.c +++ b/dlls/wined3d/nvidia_texture_shader.c @@ -637,60 +637,59 @@ static void nvts_enable(BOOL enable) LEAVE_GL(); } -static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps) +static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps) { - pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP; + caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP; /* The caps below can be supported but aren't handled yet in utils.c * 'd3dta_to_combiner_input', disable them until support is fixed */ #if 0 if (gl_info->supported[NV_REGISTER_COMBINERS2]) - pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT; + caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT; #endif - pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD | - WINED3DTEXOPCAPS_ADDSIGNED | - WINED3DTEXOPCAPS_ADDSIGNED2X | - WINED3DTEXOPCAPS_MODULATE | - WINED3DTEXOPCAPS_MODULATE2X | - WINED3DTEXOPCAPS_MODULATE4X | - WINED3DTEXOPCAPS_SELECTARG1 | - WINED3DTEXOPCAPS_SELECTARG2 | - WINED3DTEXOPCAPS_DISABLE | - WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | - WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | - WINED3DTEXOPCAPS_BLENDFACTORALPHA | - WINED3DTEXOPCAPS_BLENDCURRENTALPHA | - WINED3DTEXOPCAPS_LERP | - WINED3DTEXOPCAPS_SUBTRACT | - WINED3DTEXOPCAPS_ADDSMOOTH | - WINED3DTEXOPCAPS_MULTIPLYADD | - WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | - WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | - WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM | - WINED3DTEXOPCAPS_DOTPRODUCT3 | - WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | - WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA; + caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD + | WINED3DTEXOPCAPS_ADDSIGNED + | WINED3DTEXOPCAPS_ADDSIGNED2X + | WINED3DTEXOPCAPS_MODULATE + | WINED3DTEXOPCAPS_MODULATE2X + | WINED3DTEXOPCAPS_MODULATE4X + | WINED3DTEXOPCAPS_SELECTARG1 + | WINED3DTEXOPCAPS_SELECTARG2 + | WINED3DTEXOPCAPS_DISABLE + | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA + | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA + | WINED3DTEXOPCAPS_BLENDFACTORALPHA + | WINED3DTEXOPCAPS_BLENDCURRENTALPHA + | WINED3DTEXOPCAPS_LERP + | WINED3DTEXOPCAPS_SUBTRACT + | WINED3DTEXOPCAPS_ADDSMOOTH + | WINED3DTEXOPCAPS_MULTIPLYADD + | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR + | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA + | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM + | WINED3DTEXOPCAPS_DOTPRODUCT3 + | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR + | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA; if (gl_info->supported[NV_TEXTURE_SHADER2]) { /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does * not support 3D textures. This asks for trouble if an app uses both bump mapping * and 3D textures. It also allows us to keep the code simpler by having texture - * shaders constantly enabled. - */ - pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP; + * shaders constantly enabled. */ + caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP; /* TODO: Luminance bump map? */ } #if 0 /* FIXME: Add - pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE + caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE WINED3DTEXOPCAPS_PREMODULATE */ #endif - pCaps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners); - pCaps->MaxSimultaneousTextures = gl_info->limits.textures; + caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners); + caps->MaxSimultaneousTextures = gl_info->limits.textures; } static HRESULT nvrc_fragment_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; } diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 801563e8dc5..b8113ffecaa 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -5645,44 +5645,44 @@ static const struct StateEntryTemplate ffp_fragmentstate_template[] = { /* Context activation is done by the caller. */ static void ffp_enable(BOOL enable) {} -static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps) +static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps) { - pCaps->PrimitiveMiscCaps = 0; - pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD | - WINED3DTEXOPCAPS_ADDSIGNED | - WINED3DTEXOPCAPS_ADDSIGNED2X | - WINED3DTEXOPCAPS_MODULATE | - WINED3DTEXOPCAPS_MODULATE2X | - WINED3DTEXOPCAPS_MODULATE4X | - WINED3DTEXOPCAPS_SELECTARG1 | - WINED3DTEXOPCAPS_SELECTARG2 | - WINED3DTEXOPCAPS_DISABLE; + caps->PrimitiveMiscCaps = 0; + caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD + | WINED3DTEXOPCAPS_ADDSIGNED + | WINED3DTEXOPCAPS_ADDSIGNED2X + | WINED3DTEXOPCAPS_MODULATE + | WINED3DTEXOPCAPS_MODULATE2X + | WINED3DTEXOPCAPS_MODULATE4X + | WINED3DTEXOPCAPS_SELECTARG1 + | WINED3DTEXOPCAPS_SELECTARG2 + | WINED3DTEXOPCAPS_DISABLE; if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE] || gl_info->supported[EXT_TEXTURE_ENV_COMBINE] || gl_info->supported[NV_TEXTURE_ENV_COMBINE4]) { - pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | - WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | - WINED3DTEXOPCAPS_BLENDFACTORALPHA | - WINED3DTEXOPCAPS_BLENDCURRENTALPHA | - WINED3DTEXOPCAPS_LERP | - WINED3DTEXOPCAPS_SUBTRACT; + caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA + | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA + | WINED3DTEXOPCAPS_BLENDFACTORALPHA + | WINED3DTEXOPCAPS_BLENDCURRENTALPHA + | WINED3DTEXOPCAPS_LERP + | WINED3DTEXOPCAPS_SUBTRACT; } if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] || gl_info->supported[NV_TEXTURE_ENV_COMBINE4]) { - pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH | - WINED3DTEXOPCAPS_MULTIPLYADD | - WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | - WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | - WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM; + caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH + | WINED3DTEXOPCAPS_MULTIPLYADD + | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR + | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA + | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM; } if (gl_info->supported[ARB_TEXTURE_ENV_DOT3]) - pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3; + caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3; - pCaps->MaxTextureBlendStages = gl_info->limits.textures; - pCaps->MaxSimultaneousTextures = gl_info->limits.textures; + caps->MaxTextureBlendStages = gl_info->limits.textures; + caps->MaxSimultaneousTextures = gl_info->limits.textures; } static HRESULT ffp_fragment_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; }