wined3d: Compilation fixes.
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71924d7da6
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a8f2c1075a
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@ -2061,7 +2061,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
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* with Default values
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* with Default values
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*/
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*/
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((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps( &((IWineD3DImpl *) This->wineD3D)->gl_info, swapchain->display);
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((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps( This->wineD3D, swapchain->display);
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/* Setup all the devices defaults */
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/* Setup all the devices defaults */
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IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
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IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
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#if 0
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#if 0
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@ -253,7 +253,10 @@ static void select_shader_mode(
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* IWineD3D parts follows
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* IWineD3D parts follows
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**********************************************************/
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**********************************************************/
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BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
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BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
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IWineD3DImpl *This = (IWineD3DImpl *)iface;
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WineD3D_GL_Info *gl_info = &This->gl_info;
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const char *GL_Extensions = NULL;
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const char *GL_Extensions = NULL;
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const char *GLX_Extensions = NULL;
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const char *GLX_Extensions = NULL;
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const char *gl_string = NULL;
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const char *gl_string = NULL;
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@ -492,8 +495,9 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
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gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
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gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
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/* Now work out what GL support this card really has */
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/* Now work out what GL support this card really has */
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#define USE_GL_FUNC(type, pfn) gl_info->pfn = NULL;
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#define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
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GL_EXT_FUNCS_GEN;
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GL_EXT_FUNCS_GEN;
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GLX_EXT_FUNCS_GEN;
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#undef USE_GL_FUNC
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#undef USE_GL_FUNC
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/* Retrieve opengl defaults */
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/* Retrieve opengl defaults */
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@ -541,7 +545,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
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TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max);
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TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max);
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gl_info->max_samplers = min(MAX_SAMPLERS, gl_max);
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gl_info->max_samplers = min(MAX_SAMPLERS, gl_max);
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max);
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GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
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TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max float constants=%u\n", gl_max);
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TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max float constants=%u\n", gl_max);
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gl_info->ps_arb_constantsF = gl_max;
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gl_info->ps_arb_constantsF = gl_max;
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} else if (strcmp(ThisExtn, "GL_ARB_imaging") == 0) {
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} else if (strcmp(ThisExtn, "GL_ARB_imaging") == 0) {
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@ -602,7 +606,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
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gl_info->vs_arb_version = VS_VERSION_11;
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gl_info->vs_arb_version = VS_VERSION_11;
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TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - version=%02x\n", gl_info->vs_arb_version);
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TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - version=%02x\n", gl_info->vs_arb_version);
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gl_info->supported[ARB_VERTEX_PROGRAM] = TRUE;
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gl_info->supported[ARB_VERTEX_PROGRAM] = TRUE;
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glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max);
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GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
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TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max float constants=%u\n", gl_max);
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TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max float constants=%u\n", gl_max);
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gl_info->vs_arb_constantsF = gl_max;
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gl_info->vs_arb_constantsF = gl_max;
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} else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) {
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} else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) {
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@ -783,11 +787,6 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
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/* TODO: config lookups */
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/* TODO: config lookups */
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#define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
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GL_EXT_FUNCS_GEN;
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#undef USE_GL_FUNC
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if (display != NULL) {
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if (display != NULL) {
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GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display));
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GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display));
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TRACE_(d3d_caps)("GLX_Extensions reported:\n");
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TRACE_(d3d_caps)("GLX_Extensions reported:\n");
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@ -810,10 +809,6 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
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}
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}
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}
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}
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#define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
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GLX_EXT_FUNCS_GEN;
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#undef USE_GL_FUNC
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/* If we created a dummy context, throw it away */
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/* If we created a dummy context, throw it away */
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if (NULL != fake_ctx) WineD3D_ReleaseFakeGLContext(fake_ctx);
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if (NULL != fake_ctx) WineD3D_ReleaseFakeGLContext(fake_ctx);
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@ -1095,7 +1090,7 @@ static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Ad
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WineD3D_Context *fake_ctx = NULL;
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WineD3D_Context *fake_ctx = NULL;
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if (glXGetCurrentContext() == NULL) fake_ctx = WineD3D_CreateFakeGLContext();
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if (glXGetCurrentContext() == NULL) fake_ctx = WineD3D_CreateFakeGLContext();
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/* If we don't know the device settings, go query them now */
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/* If we don't know the device settings, go query them now */
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isGLInfoValid = IWineD3DImpl_FillGLCaps(&This->gl_info, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
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isGLInfoValid = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
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if (fake_ctx != NULL) WineD3D_ReleaseFakeGLContext(fake_ctx);
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if (fake_ctx != NULL) WineD3D_ReleaseFakeGLContext(fake_ctx);
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}
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}
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@ -1526,7 +1521,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
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/* If we don't know the device settings, go query them now */
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/* If we don't know the device settings, go query them now */
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if (This->isGLInfoValid == FALSE) {
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if (This->isGLInfoValid == FALSE) {
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/* use the desktop window to fill gl caps */
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/* use the desktop window to fill gl caps */
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BOOL rc = IWineD3DImpl_FillGLCaps(&This->gl_info, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
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BOOL rc = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
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/* We are running off a real context, save the values */
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/* We are running off a real context, save the values */
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if (rc) This->isGLInfoValid = TRUE;
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if (rc) This->isGLInfoValid = TRUE;
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@ -1915,7 +1910,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
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/* Setup some defaults for creating the implicit swapchain */
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/* Setup some defaults for creating the implicit swapchain */
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ENTER_GL();
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ENTER_GL();
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/* FIXME: both of those should be made per adapter */
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/* FIXME: both of those should be made per adapter */
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IWineD3DImpl_FillGLCaps(&This->gl_info, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
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IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
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LEAVE_GL();
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LEAVE_GL();
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select_shader_mode(&This->gl_info, DeviceType,
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select_shader_mode(&This->gl_info, DeviceType,
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&wined3d_settings.ps_selected_mode, &wined3d_settings.vs_selected_mode);
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&wined3d_settings.ps_selected_mode, &wined3d_settings.vs_selected_mode);
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@ -390,8 +390,7 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
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(((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
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(((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
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/* Routine to fill gl caps for swapchains and IWineD3D */
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/* Routine to fill gl caps for swapchains and IWineD3D */
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BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info,
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BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
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Display* display);
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/*****************************************************************************
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/*****************************************************************************
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* Internal representation of a light
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* Internal representation of a light
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@ -690,6 +690,7 @@ typedef unsigned int GLhandleARB;
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#ifndef GL_ARB_vertex_shader
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#ifndef GL_ARB_vertex_shader
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#define GL_ARB_vertex_shader 1
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#define GL_ARB_vertex_shader 1
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#define GL_VERTEX_SHADER_ARB 0x8B31
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#define GL_VERTEX_SHADER_ARB 0x8B31
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#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
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#define GL_PROGRAM_OBJECT_ARB 0x8B40
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#define GL_PROGRAM_OBJECT_ARB 0x8B40
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#define GL_SHADER_OBJECT_ARB 0x8B48
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#define GL_SHADER_OBJECT_ARB 0x8B48
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#define GL_OBJECT_TYPE_ARB 0x8B4E
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#define GL_OBJECT_TYPE_ARB 0x8B4E
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@ -1474,7 +1475,7 @@ typedef enum _GL_SupportedExt {
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USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FEXTPROC, glSecondaryColor3fEXT); \
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USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FEXTPROC, glSecondaryColor3fEXT); \
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USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FVEXTPROC, glSecondaryColor3fvEXT); \
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USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FVEXTPROC, glSecondaryColor3fvEXT); \
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USE_GL_FUNC(PGLFNGLSECONDARYCOLORPOINTEREXTPROC, glSecondaryColorPointerEXT); \
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USE_GL_FUNC(PGLFNGLSECONDARYCOLORPOINTEREXTPROC, glSecondaryColorPointerEXT); \
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/* GL_EXT_secondary_color */ \
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/* GL_ARB_vertex_program */ \
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USE_GL_FUNC(PGLFNGENPROGRAMSARBPROC, glGenProgramsARB); \
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USE_GL_FUNC(PGLFNGENPROGRAMSARBPROC, glGenProgramsARB); \
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USE_GL_FUNC(PGLFNBINDPROGRAMARBPROC, glBindProgramARB); \
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USE_GL_FUNC(PGLFNBINDPROGRAMARBPROC, glBindProgramARB); \
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USE_GL_FUNC(PGLFNPROGRAMSTRINGARBPROC, glProgramStringARB); \
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USE_GL_FUNC(PGLFNPROGRAMSTRINGARBPROC, glProgramStringARB); \
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@ -1483,6 +1484,7 @@ typedef enum _GL_SupportedExt {
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USE_GL_FUNC(PGLFNVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB); \
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USE_GL_FUNC(PGLFNVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB); \
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USE_GL_FUNC(PGLFNENABLEVERTEXATTRIBARRAYARBPROC, glEnableVertexAttribArrayARB); \
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USE_GL_FUNC(PGLFNENABLEVERTEXATTRIBARRAYARBPROC, glEnableVertexAttribArrayARB); \
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USE_GL_FUNC(PGLFNDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArrayARB); \
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USE_GL_FUNC(PGLFNDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArrayARB); \
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USE_GL_FUNC(PGLFNGETPROGRAMIVARBPROC, glGetProgramivARB); \
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/* GL_ARB_shader_objects */ \
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/* GL_ARB_shader_objects */ \
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USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC, glGetObjectParameterivARB); \
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USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC, glGetObjectParameterivARB); \
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USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC, glGetObjectParameterfvARB); \
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USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC, glGetObjectParameterfvARB); \
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