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wine
wine-cw
Commits
e70e3ba0
Commit
e70e3ba0
authored
Jun 17, 2005
by
Oliver Stieber
Committed by
Alexandre Julliard
Jun 17, 2005
Browse files
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Plain Diff
Change the way caps are sent between d3d9/d3d8 and wined3d to make it
easier for wined3d to support additional versions of Direct3D.
parent
96ebd310
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Showing
8 changed files
with
308 additions
and
10 deletions
+308
-10
d3d8_private.h
dlls/d3d8/d3d8_private.h
+59
-0
directx.c
dlls/d3d8/directx.c
+17
-1
d3d9_private.h
dlls/d3d9/d3d9_private.h
+82
-0
device.c
dlls/d3d9/device.c
+17
-1
directx.c
dlls/d3d9/directx.c
+18
-1
device.c
dlls/wined3d/device.c
+2
-3
wined3d_interface.h
include/wine/wined3d_interface.h
+0
-4
wined3d_types.h
include/wine/wined3d_types.h
+113
-0
No files found.
dlls/d3d8/d3d8_private.h
View file @
e70e3ba0
...
...
@@ -102,6 +102,65 @@ extern int ps_mode;
#define PIXEL_SHADER(Handle) \
((Handle <= VS_HIGHESTFIXEDFXF) ? ((Handle >= sizeof(PixelShaders) / sizeof(IDirect3DPixelShaderImpl*)) ? NULL : PixelShaders[Handle]) : PixelShaders[Handle - VS_HIGHESTFIXEDFXF])
/* ===========================================================================
Macros
=========================================================================== */
/* Not nice, but it lets wined3d support different versions of directx */
#define D3D8CAPSTOWINECAPS(_pD3D8Caps, _pWineCaps) \
_pWineCaps->DeviceType = &_pD3D8Caps->DeviceType; \
_pWineCaps->AdapterOrdinal = &_pD3D8Caps->AdapterOrdinal; \
_pWineCaps->Caps = &_pD3D8Caps->Caps; \
_pWineCaps->Caps2 = &_pD3D8Caps->Caps2; \
_pWineCaps->Caps3 = &_pD3D8Caps->Caps3; \
_pWineCaps->PresentationIntervals = &_pD3D8Caps->PresentationIntervals; \
_pWineCaps->CursorCaps = &_pD3D8Caps->CursorCaps; \
_pWineCaps->DevCaps = &_pD3D8Caps->DevCaps; \
_pWineCaps->PrimitiveMiscCaps = &_pD3D8Caps->PrimitiveMiscCaps; \
_pWineCaps->RasterCaps = &_pD3D8Caps->RasterCaps; \
_pWineCaps->ZCmpCaps = &_pD3D8Caps->ZCmpCaps; \
_pWineCaps->SrcBlendCaps = &_pD3D8Caps->SrcBlendCaps; \
_pWineCaps->DestBlendCaps = &_pD3D8Caps->DestBlendCaps; \
_pWineCaps->AlphaCmpCaps = &_pD3D8Caps->AlphaCmpCaps; \
_pWineCaps->ShadeCaps = &_pD3D8Caps->ShadeCaps; \
_pWineCaps->TextureCaps = &_pD3D8Caps->TextureCaps; \
_pWineCaps->TextureFilterCaps = &_pD3D8Caps->TextureFilterCaps; \
_pWineCaps->CubeTextureFilterCaps = &_pD3D8Caps->CubeTextureFilterCaps; \
_pWineCaps->VolumeTextureFilterCaps = &_pD3D8Caps->VolumeTextureFilterCaps; \
_pWineCaps->TextureAddressCaps = &_pD3D8Caps->TextureAddressCaps; \
_pWineCaps->VolumeTextureAddressCaps = &_pD3D8Caps->VolumeTextureAddressCaps; \
_pWineCaps->LineCaps = &_pD3D8Caps->LineCaps; \
_pWineCaps->MaxTextureWidth = &_pD3D8Caps->MaxTextureWidth; \
_pWineCaps->MaxTextureHeight = &_pD3D8Caps->MaxTextureHeight; \
_pWineCaps->MaxVolumeExtent = &_pD3D8Caps->MaxVolumeExtent; \
_pWineCaps->MaxTextureRepeat = &_pD3D8Caps->MaxTextureRepeat; \
_pWineCaps->MaxTextureAspectRatio = &_pD3D8Caps->MaxTextureAspectRatio; \
_pWineCaps->MaxAnisotropy = &_pD3D8Caps->MaxAnisotropy; \
_pWineCaps->MaxVertexW = &_pD3D8Caps->MaxVertexW; \
_pWineCaps->GuardBandLeft = &_pD3D8Caps->GuardBandLeft; \
_pWineCaps->GuardBandTop = &_pD3D8Caps->GuardBandTop; \
_pWineCaps->GuardBandRight = &_pD3D8Caps->GuardBandRight; \
_pWineCaps->GuardBandBottom = &_pD3D8Caps->GuardBandBottom; \
_pWineCaps->ExtentsAdjust = &_pD3D8Caps->ExtentsAdjust; \
_pWineCaps->StencilCaps = &_pD3D8Caps->StencilCaps; \
_pWineCaps->FVFCaps = &_pD3D8Caps->FVFCaps; \
_pWineCaps->TextureOpCaps = &_pD3D8Caps->TextureOpCaps; \
_pWineCaps->MaxTextureBlendStages = &_pD3D8Caps->MaxTextureBlendStages; \
_pWineCaps->MaxSimultaneousTextures = &_pD3D8Caps->MaxSimultaneousTextures; \
_pWineCaps->VertexProcessingCaps = &_pD3D8Caps->VertexProcessingCaps; \
_pWineCaps->MaxActiveLights = &_pD3D8Caps->MaxActiveLights; \
_pWineCaps->MaxUserClipPlanes = &_pD3D8Caps->MaxUserClipPlanes; \
_pWineCaps->MaxVertexBlendMatrices = &_pD3D8Caps->MaxVertexBlendMatrices; \
_pWineCaps->MaxVertexBlendMatrixIndex = &_pD3D8Caps->MaxVertexBlendMatrixIndex; \
_pWineCaps->MaxPointSize = &_pD3D8Caps->MaxPointSize; \
_pWineCaps->MaxPrimitiveCount = &_pD3D8Caps->MaxPrimitiveCount; \
_pWineCaps->MaxVertexIndex = &_pD3D8Caps->MaxVertexIndex; \
_pWineCaps->MaxStreams = &_pD3D8Caps->MaxStreams; \
_pWineCaps->MaxStreamStride = &_pD3D8Caps->MaxStreamStride; \
_pWineCaps->VertexShaderVersion = &_pD3D8Caps->VertexShaderVersion; \
_pWineCaps->MaxVertexShaderConst = &_pD3D8Caps->MaxVertexShaderConst; \
_pWineCaps->PixelShaderVersion = &_pD3D8Caps->PixelShaderVersion; \
_pWineCaps->PixelShader1xMaxValue = &_pD3D8Caps->MaxPixelShaderValue;
/* Direct3D8 Interfaces: */
typedef
struct
IDirect3DBaseTexture8Impl
IDirect3DBaseTexture8Impl
;
typedef
struct
IDirect3DVolumeTexture8Impl
IDirect3DVolumeTexture8Impl
;
...
...
dlls/d3d8/directx.c
View file @
e70e3ba0
...
...
@@ -192,7 +192,23 @@ HRESULT WINAPI IDirect3D8Impl_CheckDepthStencilMatch(LPDIRECT3D8 iface,
HRESULT
WINAPI
IDirect3D8Impl_GetDeviceCaps
(
LPDIRECT3D8
iface
,
UINT
Adapter
,
D3DDEVTYPE
DeviceType
,
D3DCAPS8
*
pCaps
)
{
IDirect3D8Impl
*
This
=
(
IDirect3D8Impl
*
)
iface
;
return
IWineD3D_GetDeviceCaps
(
This
->
WineD3D
,
Adapter
,
DeviceType
,
(
void
*
)
pCaps
);
HRESULT
hrc
=
D3D_OK
;
WINED3DCAPS
*
pWineCaps
;
TRACE
(
"(%p) Relay %d %u %p
\n
"
,
This
,
Adapter
,
DeviceType
,
pCaps
);
if
(
NULL
==
pCaps
){
return
D3DERR_INVALIDCALL
;
}
pWineCaps
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
WINED3DCAPS
));
if
(
pWineCaps
==
NULL
){
return
D3DERR_INVALIDCALL
;
/*well this is what MSDN says to return*/
}
D3D8CAPSTOWINECAPS
(
pCaps
,
pWineCaps
)
hrc
=
IWineD3D_GetDeviceCaps
(
This
->
WineD3D
,
Adapter
,
DeviceType
,
pWineCaps
);
HeapFree
(
GetProcessHeap
(),
0
,
pWineCaps
);
TRACE
(
"(%p) returning %p
\n
"
,
This
,
pCaps
);
return
hrc
;
}
HMONITOR
WINAPI
IDirect3D8Impl_GetAdapterMonitor
(
LPDIRECT3D8
iface
,
UINT
Adapter
)
{
...
...
dlls/d3d9/d3d9_private.h
View file @
e70e3ba0
...
...
@@ -92,6 +92,88 @@ extern void (*wine_tsx11_unlock_ptr)(void);
#define D3D_VSHADER_MAX_CONSTANTS 96
#define D3D_PSHADER_MAX_CONSTANTS 32
/* ===========================================================================
Macros
=========================================================================== */
/* Not nice, but it lets wined3d support different versions of directx */
#define D3D9CAPSTOWINECAPS(_pD3D9Caps, _pWineCaps) \
_pWineCaps->DeviceType = &_pD3D9Caps->DeviceType; \
_pWineCaps->AdapterOrdinal = &_pD3D9Caps->AdapterOrdinal; \
_pWineCaps->Caps = &_pD3D9Caps->Caps; \
_pWineCaps->Caps2 = &_pD3D9Caps->Caps2; \
_pWineCaps->Caps3 = &_pD3D9Caps->Caps3; \
_pWineCaps->PresentationIntervals = &_pD3D9Caps->PresentationIntervals; \
_pWineCaps->CursorCaps = &_pD3D9Caps->CursorCaps; \
_pWineCaps->DevCaps = &_pD3D9Caps->DevCaps; \
_pWineCaps->PrimitiveMiscCaps = &_pD3D9Caps->PrimitiveMiscCaps; \
_pWineCaps->RasterCaps = &_pD3D9Caps->RasterCaps; \
_pWineCaps->ZCmpCaps = &_pD3D9Caps->ZCmpCaps; \
_pWineCaps->SrcBlendCaps = &_pD3D9Caps->SrcBlendCaps; \
_pWineCaps->DestBlendCaps = &_pD3D9Caps->DestBlendCaps; \
_pWineCaps->AlphaCmpCaps = &_pD3D9Caps->AlphaCmpCaps; \
_pWineCaps->ShadeCaps = &_pD3D9Caps->ShadeCaps; \
_pWineCaps->TextureCaps = &_pD3D9Caps->TextureCaps; \
_pWineCaps->TextureFilterCaps = &_pD3D9Caps->TextureFilterCaps; \
_pWineCaps->CubeTextureFilterCaps = &_pD3D9Caps->CubeTextureFilterCaps; \
_pWineCaps->VolumeTextureFilterCaps = &_pD3D9Caps->VolumeTextureFilterCaps; \
_pWineCaps->TextureAddressCaps = &_pD3D9Caps->TextureAddressCaps; \
_pWineCaps->VolumeTextureAddressCaps = &_pD3D9Caps->VolumeTextureAddressCaps; \
_pWineCaps->LineCaps = &_pD3D9Caps->LineCaps; \
_pWineCaps->MaxTextureWidth = &_pD3D9Caps->MaxTextureWidth; \
_pWineCaps->MaxTextureHeight = &_pD3D9Caps->MaxTextureHeight; \
_pWineCaps->MaxVolumeExtent = &_pD3D9Caps->MaxVolumeExtent; \
_pWineCaps->MaxTextureRepeat = &_pD3D9Caps->MaxTextureRepeat; \
_pWineCaps->MaxTextureAspectRatio = &_pD3D9Caps->MaxTextureAspectRatio; \
_pWineCaps->MaxAnisotropy = &_pD3D9Caps->MaxAnisotropy; \
_pWineCaps->MaxVertexW = &_pD3D9Caps->MaxVertexW; \
_pWineCaps->GuardBandLeft = &_pD3D9Caps->GuardBandLeft; \
_pWineCaps->GuardBandTop = &_pD3D9Caps->GuardBandTop; \
_pWineCaps->GuardBandRight = &_pD3D9Caps->GuardBandRight; \
_pWineCaps->GuardBandBottom = &_pD3D9Caps->GuardBandBottom; \
_pWineCaps->ExtentsAdjust = &_pD3D9Caps->ExtentsAdjust; \
_pWineCaps->StencilCaps = &_pD3D9Caps->StencilCaps; \
_pWineCaps->FVFCaps = &_pD3D9Caps->FVFCaps; \
_pWineCaps->TextureOpCaps = &_pD3D9Caps->TextureOpCaps; \
_pWineCaps->MaxTextureBlendStages = &_pD3D9Caps->MaxTextureBlendStages; \
_pWineCaps->MaxSimultaneousTextures = &_pD3D9Caps->MaxSimultaneousTextures; \
_pWineCaps->VertexProcessingCaps = &_pD3D9Caps->VertexProcessingCaps; \
_pWineCaps->MaxActiveLights = &_pD3D9Caps->MaxActiveLights; \
_pWineCaps->MaxUserClipPlanes = &_pD3D9Caps->MaxUserClipPlanes; \
_pWineCaps->MaxVertexBlendMatrices = &_pD3D9Caps->MaxVertexBlendMatrices; \
_pWineCaps->MaxVertexBlendMatrixIndex = &_pD3D9Caps->MaxVertexBlendMatrixIndex; \
_pWineCaps->MaxPointSize = &_pD3D9Caps->MaxPointSize; \
_pWineCaps->MaxPrimitiveCount = &_pD3D9Caps->MaxPrimitiveCount; \
_pWineCaps->MaxVertexIndex = &_pD3D9Caps->MaxVertexIndex; \
_pWineCaps->MaxStreams = &_pD3D9Caps->MaxStreams; \
_pWineCaps->MaxStreamStride = &_pD3D9Caps->MaxStreamStride; \
_pWineCaps->VertexShaderVersion = &_pD3D9Caps->VertexShaderVersion; \
_pWineCaps->MaxVertexShaderConst = &_pD3D9Caps->MaxVertexShaderConst; \
_pWineCaps->PixelShaderVersion = &_pD3D9Caps->PixelShaderVersion; \
_pWineCaps->PixelShader1xMaxValue = &_pD3D9Caps->PixelShader1xMaxValue; \
_pWineCaps->DevCaps2 = &_pD3D9Caps->DevCaps2; \
_pWineCaps->MaxNpatchTessellationLevel = &_pD3D9Caps->MaxNpatchTessellationLevel; \
_pWineCaps->MasterAdapterOrdinal = &_pD3D9Caps->MasterAdapterOrdinal; \
_pWineCaps->AdapterOrdinalInGroup = &_pD3D9Caps->AdapterOrdinalInGroup; \
_pWineCaps->NumberOfAdaptersInGroup = &_pD3D9Caps->NumberOfAdaptersInGroup; \
_pWineCaps->DeclTypes = &_pD3D9Caps->DeclTypes; \
_pWineCaps->NumSimultaneousRTs = &_pD3D9Caps->NumSimultaneousRTs; \
_pWineCaps->StretchRectFilterCaps = &_pD3D9Caps->StretchRectFilterCaps; \
_pWineCaps->VS20Caps.Caps = &_pD3D9Caps->VS20Caps.Caps; \
_pWineCaps->VS20Caps.DynamicFlowControlDepth = &_pD3D9Caps->VS20Caps.DynamicFlowControlDepth; \
_pWineCaps->VS20Caps.NumTemps = &_pD3D9Caps->VS20Caps.NumTemps; \
_pWineCaps->VS20Caps.NumTemps = &_pD3D9Caps->VS20Caps.NumTemps; \
_pWineCaps->VS20Caps.StaticFlowControlDepth = &_pD3D9Caps->VS20Caps.StaticFlowControlDepth; \
_pWineCaps->PS20Caps.Caps = &_pD3D9Caps->PS20Caps.Caps; \
_pWineCaps->PS20Caps.DynamicFlowControlDepth = &_pD3D9Caps->PS20Caps.DynamicFlowControlDepth; \
_pWineCaps->PS20Caps.NumTemps = &_pD3D9Caps->PS20Caps.NumTemps; \
_pWineCaps->PS20Caps.StaticFlowControlDepth = &_pD3D9Caps->PS20Caps.StaticFlowControlDepth; \
_pWineCaps->PS20Caps.NumInstructionSlots = &_pD3D9Caps->PS20Caps.NumInstructionSlots; \
_pWineCaps->VertexTextureFilterCaps = &_pD3D9Caps->VertexTextureFilterCaps; \
_pWineCaps->MaxVShaderInstructionsExecuted = &_pD3D9Caps->MaxVShaderInstructionsExecuted; \
_pWineCaps->MaxPShaderInstructionsExecuted = &_pD3D9Caps->MaxPShaderInstructionsExecuted; \
_pWineCaps->MaxVertexShader30InstructionSlots = &_pD3D9Caps->MaxVertexShader30InstructionSlots; \
_pWineCaps->MaxPixelShader30InstructionSlots = &_pD3D9Caps->MaxPixelShader30InstructionSlots;
/* Direct3D9 Interfaces: */
typedef
struct
IDirect3D9Impl
IDirect3D9Impl
;
typedef
struct
IDirect3DDevice9Impl
IDirect3DDevice9Impl
;
...
...
dlls/d3d9/device.c
View file @
e70e3ba0
...
...
@@ -97,7 +97,23 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetDirect3D(LPDIRECT3DDEVICE9 iface, IDire
HRESULT
WINAPI
IDirect3DDevice9Impl_GetDeviceCaps
(
LPDIRECT3DDEVICE9
iface
,
D3DCAPS9
*
pCaps
)
{
IDirect3DDevice9Impl
*
This
=
(
IDirect3DDevice9Impl
*
)
iface
;
return
IWineD3DDevice_GetDeviceCaps
(
This
->
WineD3DDevice
,
pCaps
);
HRESULT
hrc
=
D3D_OK
;
WINED3DCAPS
*
pWineCaps
;
TRACE
(
"(%p) : Relay pCaps %p
\n
"
,
This
,
pCaps
);
if
(
NULL
==
pCaps
){
return
D3DERR_INVALIDCALL
;
}
pWineCaps
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
WINED3DCAPS
));
if
(
pWineCaps
==
NULL
){
return
D3DERR_INVALIDCALL
;
/* well this is what MSDN says to return */
}
D3D9CAPSTOWINECAPS
(
pCaps
,
pWineCaps
)
hrc
=
IWineD3DDevice_GetDeviceCaps
(
This
->
WineD3DDevice
,
pWineCaps
);
HeapFree
(
GetProcessHeap
(),
0
,
pWineCaps
);
TRACE
(
"Returning %p %p
\n
"
,
This
,
pCaps
);
return
hrc
;
}
HRESULT
WINAPI
IDirect3DDevice9Impl_GetDisplayMode
(
LPDIRECT3DDEVICE9
iface
,
UINT
iSwapChain
,
D3DDISPLAYMODE
*
pMode
)
{
...
...
dlls/d3d9/directx.c
View file @
e70e3ba0
...
...
@@ -2,6 +2,7 @@
* IDirect3D9 implementation
*
* Copyright 2002 Jason Edmeades
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
...
...
@@ -149,7 +150,23 @@ HRESULT WINAPI IDirect3D9Impl_CheckDeviceFormatConversion(LPDIRECT3D9 iface, U
HRESULT
WINAPI
IDirect3D9Impl_GetDeviceCaps
(
LPDIRECT3D9
iface
,
UINT
Adapter
,
D3DDEVTYPE
DeviceType
,
D3DCAPS9
*
pCaps
)
{
IDirect3D9Impl
*
This
=
(
IDirect3D9Impl
*
)
iface
;
return
IWineD3D_GetDeviceCaps
(
This
->
WineD3D
,
Adapter
,
DeviceType
,
(
WINED3DCAPS
*
)
pCaps
);
HRESULT
hrc
=
D3D_OK
;
WINED3DCAPS
*
pWineCaps
;
TRACE
(
"(%p) Relay %d %u %p
\n
"
,
This
,
Adapter
,
DeviceType
,
pCaps
);
if
(
NULL
==
pCaps
){
return
D3DERR_INVALIDCALL
;
}
pWineCaps
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
WINED3DCAPS
));
if
(
pWineCaps
==
NULL
){
return
D3DERR_INVALIDCALL
;
/*well this is what MSDN says to return*/
}
D3D9CAPSTOWINECAPS
(
pCaps
,
pWineCaps
)
hrc
=
IWineD3D_GetDeviceCaps
(
This
->
WineD3D
,
Adapter
,
DeviceType
,
pWineCaps
);
HeapFree
(
GetProcessHeap
(),
0
,
pWineCaps
);
TRACE
(
"(%p) returning %p
\n
"
,
This
,
pCaps
);
return
hrc
;
}
HMONITOR
WINAPI
IDirect3D9Impl_GetAdapterMonitor
(
LPDIRECT3D9
iface
,
UINT
Adapter
)
{
...
...
dlls/wined3d/device.c
View file @
e70e3ba0
...
...
@@ -3626,11 +3626,10 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwa
return
D3D_OK
;
}
HRESULT
WINAPI
IWineD3DDeviceImpl_GetDeviceCaps
(
IWineD3DDevice
*
iface
,
D3DCAPS9
*
pCaps
)
{
HRESULT
WINAPI
IWineD3DDeviceImpl_GetDeviceCaps
(
IWineD3DDevice
*
iface
,
WINED3DCAPS
*
pCaps
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
WARN
(
"(%p) : stub, calling idirect3d for now
\n
"
,
This
);
IWineD3D_GetDeviceCaps
(
This
->
wineD3D
,
This
->
adapterNo
,
This
->
devType
,
pCaps
);
return
D3D_OK
;
return
IWineD3D_GetDeviceCaps
(
This
->
wineD3D
,
This
->
adapterNo
,
This
->
devType
,
pCaps
);
}
/** TODO: move to swapchains **/
...
...
include/wine/wined3d_interface.h
View file @
e70e3ba0
...
...
@@ -126,8 +126,6 @@ DEFINE_GUID(IID_IWineD3DQuery,
# define WINED3DMATERIAL D3DMATERIAL8
# define WINED3DVIEWPORT D3DVIEWPORT8
/* Subset: */
# define WINED3DCAPS D3DCAPS8
#else
/* Identical: */
# define WINED3DLIGHT D3DLIGHT9
...
...
@@ -135,8 +133,6 @@ DEFINE_GUID(IID_IWineD3DQuery,
# define WINED3DMATERIAL D3DMATERIAL9
# define WINED3DVIEWPORT D3DVIEWPORT9
/* Subsets: */
# define WINED3DCAPS D3DCAPS9
#endif
typedef
struct
IWineD3D
IWineD3D
;
...
...
include/wine/wined3d_types.h
View file @
e70e3ba0
...
...
@@ -4,6 +4,7 @@
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 Jason Edmeades
* Raphael Junqueira
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
...
...
@@ -536,6 +537,118 @@ typedef struct WINED3DDEVINFO_VCACHE {
DWORD
MagicNumber
;
}
WINED3DDEVINFO_VCACHE
;
/*
* The wined3dcaps structure
*/
typedef
struct
_WINED3DVSHADERCAPS2_0
{
DWORD
*
Caps
;
INT
*
DynamicFlowControlDepth
;
INT
*
NumTemps
;
INT
*
StaticFlowControlDepth
;
}
WINED3DVSHADERCAPS2_0
;
typedef
struct
_WINED3DPSHADERCAPS2_0
{
DWORD
*
Caps
;
INT
*
DynamicFlowControlDepth
;
INT
*
NumTemps
;
INT
*
StaticFlowControlDepth
;
INT
*
NumInstructionSlots
;
}
WINED3DPSHADERCAPS2_0
;
typedef
struct
_WINED3DCAPS
{
D3DDEVTYPE
*
DeviceType
;
UINT
*
AdapterOrdinal
;
DWORD
*
Caps
;
DWORD
*
Caps2
;
DWORD
*
Caps3
;
DWORD
*
PresentationIntervals
;
DWORD
*
CursorCaps
;
DWORD
*
DevCaps
;
DWORD
*
PrimitiveMiscCaps
;
DWORD
*
RasterCaps
;
DWORD
*
ZCmpCaps
;
DWORD
*
SrcBlendCaps
;
DWORD
*
DestBlendCaps
;
DWORD
*
AlphaCmpCaps
;
DWORD
*
ShadeCaps
;
DWORD
*
TextureCaps
;
DWORD
*
TextureFilterCaps
;
DWORD
*
CubeTextureFilterCaps
;
DWORD
*
VolumeTextureFilterCaps
;
DWORD
*
TextureAddressCaps
;
DWORD
*
VolumeTextureAddressCaps
;
DWORD
*
LineCaps
;
DWORD
*
MaxTextureWidth
;
DWORD
*
MaxTextureHeight
;
DWORD
*
MaxVolumeExtent
;
DWORD
*
MaxTextureRepeat
;
DWORD
*
MaxTextureAspectRatio
;
DWORD
*
MaxAnisotropy
;
float
*
MaxVertexW
;
float
*
GuardBandLeft
;
float
*
GuardBandTop
;
float
*
GuardBandRight
;
float
*
GuardBandBottom
;
float
*
ExtentsAdjust
;
DWORD
*
StencilCaps
;
DWORD
*
FVFCaps
;
DWORD
*
TextureOpCaps
;
DWORD
*
MaxTextureBlendStages
;
DWORD
*
MaxSimultaneousTextures
;
DWORD
*
VertexProcessingCaps
;
DWORD
*
MaxActiveLights
;
DWORD
*
MaxUserClipPlanes
;
DWORD
*
MaxVertexBlendMatrices
;
DWORD
*
MaxVertexBlendMatrixIndex
;
float
*
MaxPointSize
;
DWORD
*
MaxPrimitiveCount
;
DWORD
*
MaxVertexIndex
;
DWORD
*
MaxStreams
;
DWORD
*
MaxStreamStride
;
DWORD
*
VertexShaderVersion
;
DWORD
*
MaxVertexShaderConst
;
DWORD
*
PixelShaderVersion
;
float
*
PixelShader1xMaxValue
;
/* DX 9 */
DWORD
*
DevCaps2
;
float
*
MaxNpatchTessellationLevel
;
DWORD
*
Reserved5
;
/*undocumented*/
UINT
*
MasterAdapterOrdinal
;
UINT
*
AdapterOrdinalInGroup
;
UINT
*
NumberOfAdaptersInGroup
;
DWORD
*
DeclTypes
;
DWORD
*
NumSimultaneousRTs
;
DWORD
*
StretchRectFilterCaps
;
WINED3DVSHADERCAPS2_0
VS20Caps
;
WINED3DPSHADERCAPS2_0
PS20Caps
;
DWORD
*
VertexTextureFilterCaps
;
DWORD
*
MaxVShaderInstructionsExecuted
;
DWORD
*
MaxPShaderInstructionsExecuted
;
DWORD
*
MaxVertexShader30InstructionSlots
;
DWORD
*
MaxPixelShader30InstructionSlots
;
DWORD
*
Reserved2
;
/* Not in the microsoft headers but documented */
DWORD
*
Reserved3
;
}
WINED3DCAPS
;
#endif
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