wined3d: Move valid_rt_mask to wined3d_d3d_info.
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@ -2282,7 +2282,7 @@ static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const
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else if (!context->render_offscreen) return context_generate_rt_mask_from_surface(rts[0]);
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rt_mask = ps ? ps->reg_maps.rt_mask : 1;
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rt_mask &= device->valid_rt_mask;
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rt_mask &= context->d3d_info->valid_rt_mask;
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rt_mask_bits = rt_mask;
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i = 0;
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while (rt_mask_bits)
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@ -1111,7 +1111,6 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
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struct wined3d_context *context;
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HRESULT hr;
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DWORD state;
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unsigned int i;
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TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
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@ -1120,9 +1119,6 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
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if (device->wined3d->flags & WINED3D_NO3D)
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return WINED3DERR_INVALIDCALL;
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device->valid_rt_mask = 0;
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for (i = 0; i < gl_info->limits.buffers; ++i)
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device->valid_rt_mask |= (1 << i);
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device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
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@ -2632,6 +2632,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
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enum wined3d_pci_device device;
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DWORD gl_version;
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HDC hdc;
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unsigned int i;
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TRACE("adapter %p.\n", adapter);
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@ -2935,6 +2936,10 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
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gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] =
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gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
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adapter->d3d_info.valid_rt_mask = 0;
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for (i = 0; i < gl_info->limits.buffers; ++i)
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adapter->d3d_info.valid_rt_mask |= (1 << i);
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fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
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init_driver_info(driver_info, card_vendor, device);
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add_gl_compat_wrappers(gl_info);
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@ -1599,6 +1599,7 @@ struct wined3d_d3d_info
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{
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struct wined3d_d3d_limits limits;
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BOOL vs_clipping;
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DWORD valid_rt_mask;
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};
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/* The adapter structure */
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@ -1771,7 +1772,6 @@ struct wined3d_device
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struct list shaders; /* a linked list to track shaders (pixel and vertex) */
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/* Render Target Support */
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DWORD valid_rt_mask;
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struct wined3d_fb_state fb;
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struct wined3d_surface *onscreen_depth_stencil;
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struct wined3d_surface *auto_depth_stencil;
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