Commit 497386dc authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Remove the unused device type parameter from the fragment pipe's get_caps() function.

On the subject of actually supporting software devices, we should probably implement those by creating a software or reference adapter with appropriate gl_info and pipe implementations and creating a device based on that.
parent af7dfcd3
......@@ -5278,7 +5278,7 @@ static void arbfp_free(IWineD3DDevice *iface) {
}
}
static void arbfp_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
{
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
WINED3DTEXOPCAPS_SELECTARG1 |
......
......@@ -1061,7 +1061,7 @@ static void atifs_enable(IWineD3DDevice *iface, BOOL enable) {
LEAVE_GL();
}
static void atifs_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
{
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
WINED3DTEXOPCAPS_SELECTARG1 |
......
......@@ -7052,7 +7052,7 @@ HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
memset(&ffp_caps, 0, sizeof(ffp_caps));
fragment_pipeline = adapter->fragment_pipe;
device->frag_pipe = fragment_pipeline;
fragment_pipeline->get_caps(device_type, &adapter->gl_info, &ffp_caps);
fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
device->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
......
......@@ -4222,7 +4222,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
adapter->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
memset(&fragment_caps, 0, sizeof(fragment_caps));
adapter->fragment_pipe->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
......
......@@ -627,8 +627,7 @@ static void nvts_enable(IWineD3DDevice *iface, BOOL enable) {
LEAVE_GL();
}
static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype,
const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
{
pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
WINED3DTEXOPCAPS_ADDSIGNED |
......
......@@ -1136,7 +1136,7 @@ struct fragment_caps
struct fragment_pipeline
{
void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
HRESULT (*alloc_private)(IWineD3DDevice *iface);
void (*free_private)(IWineD3DDevice *iface);
BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment