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wine
wine-cw
Commits
a460a2df
Commit
a460a2df
authored
Jun 09, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jun 11, 2007
Browse files
Options
Browse Files
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Email Patches
Plain Diff
wined3d: Store the gl information in a per adapter structure and initialize it only once.
parent
6089fe86
Expand all
Hide whitespace changes
Inline
Side-by-side
Showing
22 changed files
with
49 additions
and
45 deletions
+49
-45
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+5
-5
basetexture.c
dlls/wined3d/basetexture.c
+1
-1
context.c
dlls/wined3d/context.c
+1
-1
cubetexture.c
dlls/wined3d/cubetexture.c
+1
-1
device.c
dlls/wined3d/device.c
+1
-6
directx.c
dlls/wined3d/directx.c
+0
-0
drawprim.c
dlls/wined3d/drawprim.c
+1
-1
glsl_shader.c
dlls/wined3d/glsl_shader.c
+7
-7
indexbuffer.c
dlls/wined3d/indexbuffer.c
+1
-1
pixelshader.c
dlls/wined3d/pixelshader.c
+1
-1
query.c
dlls/wined3d/query.c
+1
-1
state.c
dlls/wined3d/state.c
+1
-1
stateblock.c
dlls/wined3d/stateblock.c
+1
-1
surface.c
dlls/wined3d/surface.c
+1
-1
texture.c
dlls/wined3d/texture.c
+1
-1
utils.c
dlls/wined3d/utils.c
+2
-3
vertexbuffer.c
dlls/wined3d/vertexbuffer.c
+1
-1
vertexshader.c
dlls/wined3d/vertexshader.c
+1
-1
volume.c
dlls/wined3d/volume.c
+1
-1
volumetexture.c
dlls/wined3d/volumetexture.c
+1
-1
wined3d_main.c
dlls/wined3d/wined3d_main.c
+8
-2
wined3d_private.h
dlls/wined3d/wined3d_private.h
+11
-7
No files found.
dlls/wined3d/arb_program_shader.c
View file @
a460a2df
...
@@ -104,7 +104,7 @@ void shader_arb_load_constants(
...
@@ -104,7 +104,7 @@ void shader_arb_load_constants(
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
device
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
device
;
IWineD3DStateBlockImpl
*
stateBlock
=
deviceImpl
->
stateBlock
;
IWineD3DStateBlockImpl
*
stateBlock
=
deviceImpl
->
stateBlock
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)
deviceImpl
->
wineD3D
)
->
gl_info
;
WineD3D_GL_Info
*
gl_info
=
&
deviceImpl
->
adapter
->
gl_info
;
if
(
useVertexShader
)
{
if
(
useVertexShader
)
{
IWineD3DBaseShaderImpl
*
vshader
=
(
IWineD3DBaseShaderImpl
*
)
stateBlock
->
vertexShader
;
IWineD3DBaseShaderImpl
*
vshader
=
(
IWineD3DBaseShaderImpl
*
)
stateBlock
->
vertexShader
;
...
@@ -383,7 +383,7 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch
...
@@ -383,7 +383,7 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
arg
->
shader
;
IWineD3DPixelShaderImpl
*
This
=
(
IWineD3DPixelShaderImpl
*
)
arg
->
shader
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
IWineD3DBaseTextureImpl
*
texture
=
(
IWineD3DBaseTextureImpl
*
)
deviceImpl
->
stateBlock
->
textures
[
sampler_idx
];
IWineD3DBaseTextureImpl
*
texture
=
(
IWineD3DBaseTextureImpl
*
)
deviceImpl
->
stateBlock
->
textures
[
sampler_idx
];
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3D
Impl
*
)(((
IWineD3DDeviceImpl
*
)(
This
->
baseShader
.
device
))
->
wineD3D
))
->
gl_info
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3D
DeviceImpl
*
)
This
->
baseShader
.
device
)
->
adapter
->
gl_info
;
SHADER_BUFFER
*
buffer
=
arg
->
buffer
;
SHADER_BUFFER
*
buffer
=
arg
->
buffer
;
DWORD
sampler_type
=
arg
->
reg_maps
->
samplers
[
sampler_idx
]
&
WINED3DSP_TEXTURETYPE_MASK
;
DWORD
sampler_type
=
arg
->
reg_maps
->
samplers
[
sampler_idx
]
&
WINED3DSP_TEXTURETYPE_MASK
;
...
@@ -1033,7 +1033,7 @@ static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
...
@@ -1033,7 +1033,7 @@ static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
static
void
shader_arb_select
(
IWineD3DDevice
*
iface
,
BOOL
usePS
,
BOOL
useVS
)
{
static
void
shader_arb_select
(
IWineD3DDevice
*
iface
,
BOOL
usePS
,
BOOL
useVS
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)(
This
->
wineD3D
))
->
gl_info
;
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
if
(
useVS
)
{
if
(
useVS
)
{
TRACE
(
"Using vertex shader
\n
"
);
TRACE
(
"Using vertex shader
\n
"
);
...
@@ -1074,7 +1074,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
...
@@ -1074,7 +1074,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
static
void
shader_arb_select_depth_blt
(
IWineD3DDevice
*
iface
)
{
static
void
shader_arb_select_depth_blt
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)(
This
->
wineD3D
))
->
gl_info
;
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
static
GLuint
vprogram_id
=
0
;
static
GLuint
vprogram_id
=
0
;
static
GLuint
fprogram_id
=
0
;
static
GLuint
fprogram_id
=
0
;
...
@@ -1089,7 +1089,7 @@ static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
...
@@ -1089,7 +1089,7 @@ static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
static
void
shader_arb_cleanup
(
IWineD3DDevice
*
iface
)
{
static
void
shader_arb_cleanup
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)(
This
->
wineD3D
))
->
gl_info
;
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
if
(
GL_SUPPORT
(
ARB_VERTEX_PROGRAM
))
glDisable
(
GL_VERTEX_PROGRAM_ARB
);
if
(
GL_SUPPORT
(
ARB_VERTEX_PROGRAM
))
glDisable
(
GL_VERTEX_PROGRAM_ARB
);
if
(
GL_SUPPORT
(
ARB_FRAGMENT_PROGRAM
))
glDisable
(
GL_FRAGMENT_PROGRAM_ARB
);
if
(
GL_SUPPORT
(
ARB_FRAGMENT_PROGRAM
))
glDisable
(
GL_FRAGMENT_PROGRAM_ARB
);
}
}
...
...
dlls/wined3d/basetexture.c
View file @
a460a2df
...
@@ -24,7 +24,7 @@
...
@@ -24,7 +24,7 @@
#include "wined3d_private.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_texture
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_texture
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->resource.wineD3DDevice->adapter
->gl_info
static
const
Wined3dTextureStateMap
textureObjectSamplerStates
[]
=
{
static
const
Wined3dTextureStateMap
textureObjectSamplerStates
[]
=
{
{
WINED3DSAMP_ADDRESSU
,
WINED3DSAMP_ADDRESSU
},
{
WINED3DSAMP_ADDRESSU
,
WINED3DSAMP_ADDRESSU
},
...
...
dlls/wined3d/context.c
View file @
a460a2df
...
@@ -27,7 +27,7 @@
...
@@ -27,7 +27,7 @@
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(This->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->adapter
->gl_info
/*****************************************************************************
/*****************************************************************************
* Context_MarkStateDirty
* Context_MarkStateDirty
...
...
dlls/wined3d/cubetexture.c
View file @
a460a2df
...
@@ -24,7 +24,7 @@
...
@@ -24,7 +24,7 @@
#include "wined3d_private.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->resource.wineD3DDevice->adapter
->gl_info
static
const
GLenum
cube_targets
[
6
]
=
{
static
const
GLenum
cube_targets
[
6
]
=
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
,
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
,
...
...
dlls/wined3d/device.c
View file @
a460a2df
...
@@ -33,7 +33,7 @@
...
@@ -33,7 +33,7 @@
#include "wined3d_private.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(This->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->adapter
->gl_info
/* Define the default light parameters as specified by MSDN */
/* Define the default light parameters as specified by MSDN */
const
WINED3DLIGHT
WINED3D_default_light
=
{
const
WINED3DLIGHT
WINED3D_default_light
=
{
...
@@ -1855,12 +1855,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
...
@@ -1855,12 +1855,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
/* Set up some starting GL setup */
/* Set up some starting GL setup */
ENTER_GL
();
ENTER_GL
();
/*
* Initialize openGL extension related variables
* with Default values
*/
((
IWineD3DImpl
*
)
This
->
wineD3D
)
->
isGLInfoValid
=
IWineD3DImpl_FillGLCaps
(
This
->
wineD3D
,
swapchain
->
context
[
0
]
->
display
);
/* Setup all the devices defaults */
/* Setup all the devices defaults */
IWineD3DStateBlock_InitStartupStateBlock
((
IWineD3DStateBlock
*
)
This
->
stateBlock
);
IWineD3DStateBlock_InitStartupStateBlock
((
IWineD3DStateBlock
*
)
This
->
stateBlock
);
#if 0
#if 0
...
...
dlls/wined3d/directx.c
View file @
a460a2df
This diff is collapsed.
Click to expand it.
dlls/wined3d/drawprim.c
View file @
a460a2df
...
@@ -27,7 +27,7 @@
...
@@ -27,7 +27,7 @@
#include "wined3d_private.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_draw
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_draw
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(This->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->adapter
->gl_info
#include <stdio.h>
#include <stdio.h>
...
...
dlls/wined3d/glsl_shader.c
View file @
a460a2df
...
@@ -287,7 +287,7 @@ void shader_glsl_load_constants(
...
@@ -287,7 +287,7 @@ void shader_glsl_load_constants(
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
device
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
device
;
IWineD3DStateBlockImpl
*
stateBlock
=
deviceImpl
->
stateBlock
;
IWineD3DStateBlockImpl
*
stateBlock
=
deviceImpl
->
stateBlock
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)
deviceImpl
->
wineD3D
)
->
gl_info
;
WineD3D_GL_Info
*
gl_info
=
&
deviceImpl
->
adapter
->
gl_info
;
GLhandleARB
*
constant_locations
;
GLhandleARB
*
constant_locations
;
struct
list
*
constant_list
;
struct
list
*
constant_list
;
...
@@ -583,7 +583,7 @@ static void shader_glsl_get_register_name(
...
@@ -583,7 +583,7 @@ static void shader_glsl_get_register_name(
DWORD
regtype
=
shader_get_regtype
(
param
);
DWORD
regtype
=
shader_get_regtype
(
param
);
IWineD3DBaseShaderImpl
*
This
=
(
IWineD3DBaseShaderImpl
*
)
arg
->
shader
;
IWineD3DBaseShaderImpl
*
This
=
(
IWineD3DBaseShaderImpl
*
)
arg
->
shader
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)
deviceImpl
->
wineD3D
)
->
gl_info
;
WineD3D_GL_Info
*
gl_info
=
&
deviceImpl
->
adapter
->
gl_info
;
char
pshader
=
shader_is_pshader_version
(
This
->
baseShader
.
hex_version
);
char
pshader
=
shader_is_pshader_version
(
This
->
baseShader
.
hex_version
);
char
tmpStr
[
50
];
char
tmpStr
[
50
];
...
@@ -2099,7 +2099,7 @@ static struct glsl_shader_prog_link *get_glsl_program_entry(IWineD3DDeviceImpl *
...
@@ -2099,7 +2099,7 @@ static struct glsl_shader_prog_link *get_glsl_program_entry(IWineD3DDeviceImpl *
void
delete_glsl_program_entry
(
IWineD3DDevice
*
iface
,
struct
glsl_shader_prog_link
*
entry
)
{
void
delete_glsl_program_entry
(
IWineD3DDevice
*
iface
,
struct
glsl_shader_prog_link
*
entry
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)(
This
->
wineD3D
))
->
gl_info
;
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
glsl_program_key_t
*
key
;
glsl_program_key_t
*
key
;
key
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
glsl_program_key_t
));
key
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
glsl_program_key_t
));
...
@@ -2125,7 +2125,7 @@ void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_li
...
@@ -2125,7 +2125,7 @@ void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_li
*/
*/
static
void
set_glsl_shader_program
(
IWineD3DDevice
*
iface
,
BOOL
use_ps
,
BOOL
use_vs
)
{
static
void
set_glsl_shader_program
(
IWineD3DDevice
*
iface
,
BOOL
use_ps
,
BOOL
use_vs
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)(
This
->
wineD3D
))
->
gl_info
;
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
IWineD3DPixelShader
*
pshader
=
This
->
stateBlock
->
pixelShader
;
IWineD3DPixelShader
*
pshader
=
This
->
stateBlock
->
pixelShader
;
IWineD3DVertexShader
*
vshader
=
This
->
stateBlock
->
vertexShader
;
IWineD3DVertexShader
*
vshader
=
This
->
stateBlock
->
vertexShader
;
struct
glsl_shader_prog_link
*
entry
=
NULL
;
struct
glsl_shader_prog_link
*
entry
=
NULL
;
...
@@ -2250,7 +2250,7 @@ static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
...
@@ -2250,7 +2250,7 @@ static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
static
void
shader_glsl_select
(
IWineD3DDevice
*
iface
,
BOOL
usePS
,
BOOL
useVS
)
{
static
void
shader_glsl_select
(
IWineD3DDevice
*
iface
,
BOOL
usePS
,
BOOL
useVS
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)(
This
->
wineD3D
))
->
gl_info
;
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
GLhandleARB
program_id
=
0
;
GLhandleARB
program_id
=
0
;
if
(
useVS
||
usePS
)
set_glsl_shader_program
(
iface
,
usePS
,
useVS
);
if
(
useVS
||
usePS
)
set_glsl_shader_program
(
iface
,
usePS
,
useVS
);
...
@@ -2264,7 +2264,7 @@ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
...
@@ -2264,7 +2264,7 @@ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
static
void
shader_glsl_select_depth_blt
(
IWineD3DDevice
*
iface
)
{
static
void
shader_glsl_select_depth_blt
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)(
This
->
wineD3D
))
->
gl_info
;
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
static
GLhandleARB
program_id
=
0
;
static
GLhandleARB
program_id
=
0
;
static
GLhandleARB
loc
=
-
1
;
static
GLhandleARB
loc
=
-
1
;
...
@@ -2279,7 +2279,7 @@ static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
...
@@ -2279,7 +2279,7 @@ static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
static
void
shader_glsl_cleanup
(
IWineD3DDevice
*
iface
)
{
static
void
shader_glsl_cleanup
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)(
This
->
wineD3D
))
->
gl_info
;
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
GL_EXTCALL
(
glUseProgramObjectARB
(
0
));
GL_EXTCALL
(
glUseProgramObjectARB
(
0
));
}
}
...
...
dlls/wined3d/indexbuffer.c
View file @
a460a2df
...
@@ -25,7 +25,7 @@
...
@@ -25,7 +25,7 @@
#include "wined3d_private.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->resource.wineD3DDevice->adapter
->gl_info
/* *******************************************
/* *******************************************
IWineD3DIndexBuffer IUnknown parts follow
IWineD3DIndexBuffer IUnknown parts follow
...
...
dlls/wined3d/pixelshader.c
View file @
a460a2df
...
@@ -31,7 +31,7 @@
...
@@ -31,7 +31,7 @@
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_shader
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_shader
);
#define GLINFO_LOCATION ((IWineD3D
Impl *)(((IWineD3DDeviceImpl *)This->baseShader.device)->wineD3D))
->gl_info
#define GLINFO_LOCATION ((IWineD3D
DeviceImpl *) This->baseShader.device)->adapter
->gl_info
#if 0 /* Must not be 1 in cvs version */
#if 0 /* Must not be 1 in cvs version */
# define PSTRACE(A) TRACE A
# define PSTRACE(A) TRACE A
...
...
dlls/wined3d/query.c
View file @
a460a2df
...
@@ -33,7 +33,7 @@
...
@@ -33,7 +33,7 @@
*/
*/
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->wineD3DDevice->adapter
->gl_info
/* *******************************************
/* *******************************************
IWineD3DQuery IUnknown parts follow
IWineD3DQuery IUnknown parts follow
...
...
dlls/wined3d/state.c
View file @
a460a2df
...
@@ -34,7 +34,7 @@
...
@@ -34,7 +34,7 @@
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
WINE_DECLARE_DEBUG_CHANNEL
(
d3d_shader
);
WINE_DECLARE_DEBUG_CHANNEL
(
d3d_shader
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))
->gl_info
#define GLINFO_LOCATION
stateblock->wineD3DDevice->adapter
->gl_info
static
void
state_nogl
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
context
)
{
static
void
state_nogl
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
context
)
{
/* Used for states which are not mapped to a gl state as-is, but used somehow different,
/* Used for states which are not mapped to a gl state as-is, but used somehow different,
...
...
dlls/wined3d/stateblock.c
View file @
a460a2df
...
@@ -24,7 +24,7 @@
...
@@ -24,7 +24,7 @@
#include "wined3d_private.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->wineD3DDevice->adapter
->gl_info
/***************************************
/***************************************
* Stateblock helper functions follow
* Stateblock helper functions follow
...
...
dlls/wined3d/surface.c
View file @
a460a2df
...
@@ -30,7 +30,7 @@
...
@@ -30,7 +30,7 @@
#include "wined3d_private.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_surface
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_surface
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->resource.wineD3DDevice->adapter
->gl_info
typedef
enum
{
typedef
enum
{
NO_CONVERSION
,
NO_CONVERSION
,
...
...
dlls/wined3d/texture.c
View file @
a460a2df
...
@@ -24,7 +24,7 @@
...
@@ -24,7 +24,7 @@
#include "wined3d_private.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_texture
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_texture
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->resource.wineD3DDevice->adapter
->gl_info
/* *******************************************
/* *******************************************
IWineD3DTexture IUnknown parts follow
IWineD3DTexture IUnknown parts follow
...
...
dlls/wined3d/utils.c
View file @
a460a2df
...
@@ -27,7 +27,7 @@
...
@@ -27,7 +27,7 @@
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(This->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->adapter
->gl_info
/*****************************************************************************
/*****************************************************************************
* Pixel format array
* Pixel format array
...
@@ -1217,7 +1217,6 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP
...
@@ -1217,7 +1217,6 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP
/* Setup the texture operations texture stage states */
/* Setup the texture operations texture stage states */
void
set_tex_op
(
IWineD3DDevice
*
iface
,
BOOL
isAlpha
,
int
Stage
,
WINED3DTEXTUREOP
op
,
DWORD
arg1
,
DWORD
arg2
,
DWORD
arg3
)
void
set_tex_op
(
IWineD3DDevice
*
iface
,
BOOL
isAlpha
,
int
Stage
,
WINED3DTEXTUREOP
op
,
DWORD
arg1
,
DWORD
arg2
,
DWORD
arg3
)
{
{
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
GLenum
src1
,
src2
,
src3
;
GLenum
src1
,
src2
,
src3
;
GLenum
opr1
,
opr2
,
opr3
;
GLenum
opr1
,
opr2
,
opr3
;
GLenum
comb_target
;
GLenum
comb_target
;
...
@@ -2577,7 +2576,7 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
...
@@ -2577,7 +2576,7 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
* FALSE otherwise
* FALSE otherwise
*
*
*********************************************************************/
*********************************************************************/
#define GLINFO_LOCATION
((IWineD3DImpl *)(This->resource.wineD3DDevice->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->resource.wineD3DDevice->adapter
->gl_info
BOOL
CalculateTexRect
(
IWineD3DSurfaceImpl
*
This
,
RECT
*
Rect
,
float
glTexCoord
[
4
])
{
BOOL
CalculateTexRect
(
IWineD3DSurfaceImpl
*
This
,
RECT
*
Rect
,
float
glTexCoord
[
4
])
{
int
x1
=
Rect
->
left
,
x2
=
Rect
->
right
;
int
x1
=
Rect
->
left
,
x2
=
Rect
->
right
;
...
...
dlls/wined3d/vertexbuffer.c
View file @
a460a2df
...
@@ -24,7 +24,7 @@
...
@@ -24,7 +24,7 @@
#include "wined3d_private.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->resource.wineD3DDevice->adapter
->gl_info
#define VB_MAXDECLCHANGES 100
/* After that number we stop converting */
#define VB_MAXDECLCHANGES 100
/* After that number we stop converting */
#define VB_RESETDECLCHANGE 1000
/* Reset the changecount after that number of draws */
#define VB_RESETDECLCHANGE 1000
/* Reset the changecount after that number of draws */
...
...
dlls/wined3d/vertexshader.c
View file @
a460a2df
...
@@ -31,7 +31,7 @@
...
@@ -31,7 +31,7 @@
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_shader
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_shader
);
#define GLINFO_LOCATION ((IWineD3D
Impl *)(((IWineD3DDeviceImpl *)This->baseShader.device)->wineD3D))
->gl_info
#define GLINFO_LOCATION ((IWineD3D
DeviceImpl *)This->baseShader.device)->adapter
->gl_info
/* Shader debugging - Change the following line to enable debugging of software
/* Shader debugging - Change the following line to enable debugging of software
vertex shaders */
vertex shaders */
...
...
dlls/wined3d/volume.c
View file @
a460a2df
...
@@ -24,7 +24,7 @@
...
@@ -24,7 +24,7 @@
#include "wined3d_private.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->resource.wineD3DDevice->adapter
->gl_info
/* *******************************************
/* *******************************************
IWineD3DVolume IUnknown parts follow
IWineD3DVolume IUnknown parts follow
...
...
dlls/wined3d/volumetexture.c
View file @
a460a2df
...
@@ -24,7 +24,7 @@
...
@@ -24,7 +24,7 @@
#include "wined3d_private.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d
);
#define GLINFO_LOCATION
((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))
->gl_info
#define GLINFO_LOCATION
This->resource.wineD3DDevice->adapter
->gl_info
/* *******************************************
/* *******************************************
IWineD3DTexture IUnknown parts follow
IWineD3DTexture IUnknown parts follow
...
...
dlls/wined3d/wined3d_main.c
View file @
a460a2df
...
@@ -59,7 +59,14 @@ long globalChangeGlRam(long glram){
...
@@ -59,7 +59,14 @@ long globalChangeGlRam(long glram){
}
}
IWineD3D
*
WINAPI
WineDirect3DCreate
(
UINT
SDKVersion
,
UINT
dxVersion
,
IUnknown
*
parent
)
{
IWineD3D
*
WINAPI
WineDirect3DCreate
(
UINT
SDKVersion
,
UINT
dxVersion
,
IUnknown
*
parent
)
{
IWineD3DImpl
*
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
IWineD3DImpl
));
IWineD3DImpl
*
object
;
if
(
!
InitAdapters
())
{
ERR
(
"Failed to initialize direct3d adapters
\n
"
);
return
NULL
;
}
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
IWineD3DImpl
));
object
->
lpVtbl
=
&
IWineD3D_Vtbl
;
object
->
lpVtbl
=
&
IWineD3D_Vtbl
;
object
->
dxVersion
=
dxVersion
;
object
->
dxVersion
=
dxVersion
;
object
->
ref
=
1
;
object
->
ref
=
1
;
...
@@ -72,7 +79,6 @@ IWineD3D* WINAPI WineDirect3DCreate(UINT SDKVersion, UINT dxVersion, IUnknown *p
...
@@ -72,7 +79,6 @@ IWineD3D* WINAPI WineDirect3DCreate(UINT SDKVersion, UINT dxVersion, IUnknown *p
}
}
TRACE
(
"Created WineD3D object @ %p for d3d%d support
\n
"
,
object
,
dxVersion
);
TRACE
(
"Created WineD3D object @ %p for d3d%d support
\n
"
,
object
,
dxVersion
);
return
(
IWineD3D
*
)
object
;
return
(
IWineD3D
*
)
object
;
...
...
dlls/wined3d/wined3d_private.h
View file @
a460a2df
...
@@ -537,9 +537,6 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
...
@@ -537,9 +537,6 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
void
DestroyContext
(
IWineD3DDeviceImpl
*
This
,
WineD3DContext
*
context
);
void
DestroyContext
(
IWineD3DDeviceImpl
*
This
,
WineD3DContext
*
context
);
void
apply_fbo_state
(
IWineD3DDevice
*
iface
);
void
apply_fbo_state
(
IWineD3DDevice
*
iface
);
/* Routine to fill gl caps for swapchains and IWineD3D */
BOOL
IWineD3DImpl_FillGLCaps
(
IWineD3D
*
iface
,
Display
*
display
);
/* Macros for doing basic GPU detection based on opengl capabilities */
/* Macros for doing basic GPU detection based on opengl capabilities */
#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
#define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
#define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
...
@@ -574,6 +571,16 @@ struct PLIGHTINFOEL {
...
@@ -574,6 +571,16 @@ struct PLIGHTINFOEL {
/* The default light parameters */
/* The default light parameters */
extern
const
WINED3DLIGHT
WINED3D_default_light
;
extern
const
WINED3DLIGHT
WINED3D_default_light
;
/* The adapter structure */
struct
WineD3DAdapter
{
POINT
monitorPoint
;
Display
*
display
;
WineD3D_GL_Info
gl_info
;
};
extern
BOOL
InitAdapters
(
void
);
/*****************************************************************************
/*****************************************************************************
* IWineD3D implementation structure
* IWineD3D implementation structure
*/
*/
...
@@ -586,10 +593,6 @@ typedef struct IWineD3DImpl
...
@@ -586,10 +593,6 @@ typedef struct IWineD3DImpl
/* WineD3D Information */
/* WineD3D Information */
IUnknown
*
parent
;
IUnknown
*
parent
;
UINT
dxVersion
;
UINT
dxVersion
;
/* GL Information */
BOOL
isGLInfoValid
;
WineD3D_GL_Info
gl_info
;
}
IWineD3DImpl
;
}
IWineD3DImpl
;
extern
const
IWineD3DVtbl
IWineD3D_Vtbl
;
extern
const
IWineD3DVtbl
IWineD3D_Vtbl
;
...
@@ -620,6 +623,7 @@ struct IWineD3DDeviceImpl
...
@@ -620,6 +623,7 @@ struct IWineD3DDeviceImpl
/* WineD3D Information */
/* WineD3D Information */
IUnknown
*
parent
;
IUnknown
*
parent
;
IWineD3D
*
wineD3D
;
IWineD3D
*
wineD3D
;
struct
WineD3DAdapter
*
adapter
;
/* Window styles to restore when switching fullscreen mode */
/* Window styles to restore when switching fullscreen mode */
LONG
style
;
LONG
style
;
...
...
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