Commit 9502b8e8 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Pass wined3d_adapter to vp_get_caps().

parent 20a94e69
......@@ -3722,7 +3722,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
d3d_info->viewport_array_index_any_shader = !!gl_info->supported[ARB_SHADER_VIEWPORT_LAYER_ARRAY];
adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps);
adapter->vertex_pipe->vp_get_caps(adapter, &vertex_caps);
d3d_info->xyzrhw = vertex_caps.xyzrhw;
d3d_info->ffp_generic_attributes = vertex_caps.ffp_generic_attributes;
d3d_info->limits.ffp_vertex_blend_matrices = vertex_caps.max_vertex_blend_matrices;
......
......@@ -1969,7 +1969,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, unsigned in
adapter->shader_backend->shader_get_caps(adapter, &shader_caps);
adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps);
adapter->vertex_pipe->vp_get_caps(adapter, &vertex_caps);
/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
......
......@@ -11677,8 +11677,10 @@ const struct wined3d_shader_backend_ops glsl_shader_backend =
static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
caps->xyzrhw = TRUE;
caps->emulated_flatshading = !needs_legacy_glsl_syntax(gl_info);
caps->ffp_generic_attributes = TRUE;
......
......@@ -5200,8 +5200,10 @@ static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend,
static void ffp_free(struct wined3d_device *device, struct wined3d_context *context) {}
static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
static void vp_ffp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
caps->xyzrhw = FALSE;
caps->ffp_generic_attributes = FALSE;
caps->max_active_lights = gl_info->limits.lights;
......@@ -5318,7 +5320,7 @@ static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend,
static void none_free(struct wined3d_device *device, struct wined3d_context *context) {}
static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
static void vp_none_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
{
memset(caps, 0, sizeof(*caps));
}
......
......@@ -2087,7 +2087,7 @@ struct wined3d_vertex_caps
struct wined3d_vertex_pipe_ops
{
void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
void (*vp_get_caps)(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps);
DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
void (*vp_free)(struct wined3d_device *device, struct wined3d_context *context);
......
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