wined3d: Get rid of the WINED3DVSHADERCAPS2_0 typedef.
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@ -111,11 +111,10 @@ enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_H
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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.DynamicFlowControlDepth; \
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_pD3D9Caps->VS20Caps.NumTemps = _pWineCaps->VS20Caps.NumTemps; \
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_pD3D9Caps->VS20Caps.NumTemps = _pWineCaps->VS20Caps.NumTemps; \
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_pD3D9Caps->VS20Caps.StaticFlowControlDepth = _pWineCaps->VS20Caps.StaticFlowControlDepth; \
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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.DynamicFlowControlDepth; \
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_pD3D9Caps->PS20Caps.NumTemps = _pWineCaps->PS20Caps.NumTemps; \
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@ -4763,32 +4763,32 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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* aren't set (in case of software rendering) use the VS 3.0 from
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* MSDN or else if there's OpenGL spec use a hardcoded value minimum
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* VS3.0 value. */
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caps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
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caps->VS20Caps.caps = WINED3DVS20CAPS_PREDICATION;
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/* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
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caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
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caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
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caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
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caps->VS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_vs_temps);
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/* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
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caps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
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caps->VS20Caps.static_flow_control_depth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
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caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
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caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
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}
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else if (caps->VertexShaderVersion == 2)
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{
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caps->VS20Caps.Caps = 0;
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caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
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caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
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caps->VS20Caps.StaticFlowControlDepth = 1;
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caps->VS20Caps.caps = 0;
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caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
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caps->VS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_vs_temps);
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caps->VS20Caps.static_flow_control_depth = 1;
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caps->MaxVShaderInstructionsExecuted = 65535;
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caps->MaxVertexShader30InstructionSlots = 0;
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}
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else
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{ /* VS 1.x */
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caps->VS20Caps.Caps = 0;
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caps->VS20Caps.DynamicFlowControlDepth = 0;
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caps->VS20Caps.NumTemps = 0;
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caps->VS20Caps.StaticFlowControlDepth = 0;
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caps->VS20Caps.caps = 0;
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caps->VS20Caps.dynamic_flow_control_depth = 0;
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caps->VS20Caps.temp_count = 0;
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caps->VS20Caps.static_flow_control_depth = 0;
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caps->MaxVShaderInstructionsExecuted = 0;
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caps->MaxVertexShader30InstructionSlots = 0;
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@ -1742,13 +1742,13 @@ struct wined3d_strided_data
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BOOL position_transformed;
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};
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typedef struct _WINED3DVSHADERCAPS2_0
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struct wined3d_vertex_shader_caps
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{
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DWORD Caps;
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INT DynamicFlowControlDepth;
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INT NumTemps;
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INT StaticFlowControlDepth;
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} WINED3DVSHADERCAPS2_0;
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DWORD caps;
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INT dynamic_flow_control_depth;
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INT temp_count;
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INT static_flow_control_depth;
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};
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typedef struct _WINED3DPSHADERCAPS2_0
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{
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@ -1860,7 +1860,7 @@ typedef struct _WINED3DCAPS
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DWORD DeclTypes;
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DWORD NumSimultaneousRTs;
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DWORD StretchRectFilterCaps;
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WINED3DVSHADERCAPS2_0 VS20Caps;
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struct wined3d_vertex_shader_caps VS20Caps;
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WINED3DPSHADERCAPS2_0 PS20Caps;
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DWORD VertexTextureFilterCaps;
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DWORD MaxVShaderInstructionsExecuted;
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