wined3d: Rename "pCaps" to "caps".

This commit is contained in:
Henri Verbeet 2011-04-26 19:24:15 +02:00 committed by Alexandre Julliard
parent a247c7fd49
commit a05841bd1a
4 changed files with 83 additions and 84 deletions

View File

@ -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)

View File

@ -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)

View File

@ -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; }

View File

@ -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; }