Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
576ea958
Commit
576ea958
authored
Feb 03, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Feb 04, 2010
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Remove the unused device type parameter from the shader backend's get_caps() function.
parent
497386dc
Hide whitespace changes
Inline
Side-by-side
Showing
7 changed files
with
8 additions
and
12 deletions
+8
-12
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+2
-3
device.c
dlls/wined3d/device.c
+1
-1
directx.c
dlls/wined3d/directx.c
+1
-1
glsl_shader.c
dlls/wined3d/glsl_shader.c
+1
-2
shader.c
dlls/wined3d/shader.c
+1
-2
state.c
dlls/wined3d/state.c
+1
-2
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
576ea958
...
...
@@ -4609,8 +4609,7 @@ static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
return
TRUE
;
}
static
void
shader_arb_get_caps
(
WINED3DDEVTYPE
devtype
,
const
struct
wined3d_gl_info
*
gl_info
,
struct
shader_caps
*
pCaps
)
static
void
shader_arb_get_caps
(
const
struct
wined3d_gl_info
*
gl_info
,
struct
shader_caps
*
pCaps
)
{
DWORD
vs_consts
=
min
(
gl_info
->
limits
.
arb_vs_float_constants
,
gl_info
->
limits
.
arb_vs_native_constants
);
DWORD
ps_consts
=
min
(
gl_info
->
limits
.
arb_ps_float_constants
,
gl_info
->
limits
.
arb_ps_native_constants
);
...
...
@@ -4618,7 +4617,7 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_
/* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
* then overwrite the shader specific ones
*/
none_shader_backend
.
shader_get_caps
(
devtype
,
gl_info
,
pCaps
);
none_shader_backend
.
shader_get_caps
(
gl_info
,
pCaps
);
if
(
gl_info
->
supported
[
ARB_VERTEX_PROGRAM
])
{
...
...
dlls/wined3d/device.c
View file @
576ea958
...
...
@@ -7044,7 +7044,7 @@ HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
device
->
shader_backend
=
adapter
->
shader_backend
;
memset
(
&
shader_caps
,
0
,
sizeof
(
shader_caps
));
device
->
shader_backend
->
shader_get_caps
(
device_type
,
&
adapter
->
gl_info
,
&
shader_caps
);
device
->
shader_backend
->
shader_get_caps
(
&
adapter
->
gl_info
,
&
shader_caps
);
device
->
d3d_vshader_constantF
=
shader_caps
.
MaxVertexShaderConst
;
device
->
d3d_pshader_constantF
=
shader_caps
.
MaxPixelShaderConst
;
device
->
vs_clipping
=
shader_caps
.
VSClipping
;
...
...
dlls/wined3d/directx.c
View file @
576ea958
...
...
@@ -4219,7 +4219,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
pCaps
->
VertexTextureFilterCaps
=
0
;
memset
(
&
shader_caps
,
0
,
sizeof
(
shader_caps
));
adapter
->
shader_backend
->
shader_get_caps
(
DeviceType
,
&
adapter
->
gl_info
,
&
shader_caps
);
adapter
->
shader_backend
->
shader_get_caps
(
&
adapter
->
gl_info
,
&
shader_caps
);
memset
(
&
fragment_caps
,
0
,
sizeof
(
fragment_caps
));
adapter
->
fragment_pipe
->
get_caps
(
&
adapter
->
gl_info
,
&
fragment_caps
);
...
...
dlls/wined3d/glsl_shader.c
View file @
576ea958
...
...
@@ -4843,8 +4843,7 @@ static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
return
FALSE
;
}
static
void
shader_glsl_get_caps
(
WINED3DDEVTYPE
devtype
,
const
struct
wined3d_gl_info
*
gl_info
,
struct
shader_caps
*
pCaps
)
static
void
shader_glsl_get_caps
(
const
struct
wined3d_gl_info
*
gl_info
,
struct
shader_caps
*
pCaps
)
{
/* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
* models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
...
...
dlls/wined3d/shader.c
View file @
576ea958
...
...
@@ -1387,8 +1387,7 @@ static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
static
void
shader_none_free
(
IWineD3DDevice
*
iface
)
{}
static
BOOL
shader_none_dirty_const
(
IWineD3DDevice
*
iface
)
{
return
FALSE
;}
static
void
shader_none_get_caps
(
WINED3DDEVTYPE
devtype
,
const
struct
wined3d_gl_info
*
gl_info
,
struct
shader_caps
*
caps
)
static
void
shader_none_get_caps
(
const
struct
wined3d_gl_info
*
gl_info
,
struct
shader_caps
*
caps
)
{
/* Set the shader caps to 0 for the none shader backend */
caps
->
VertexShaderVersion
=
0
;
...
...
dlls/wined3d/state.c
View file @
576ea958
...
...
@@ -5517,8 +5517,7 @@ static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
/* Context activation is done by the caller. */
static
void
ffp_enable
(
IWineD3DDevice
*
iface
,
BOOL
enable
)
{
}
static
void
ffp_fragment_get_caps
(
WINED3DDEVTYPE
devtype
,
const
struct
wined3d_gl_info
*
gl_info
,
struct
fragment_caps
*
pCaps
)
static
void
ffp_fragment_get_caps
(
const
struct
wined3d_gl_info
*
gl_info
,
struct
fragment_caps
*
pCaps
)
{
pCaps
->
TextureOpCaps
=
WINED3DTEXOPCAPS_ADD
|
WINED3DTEXOPCAPS_ADDSIGNED
|
...
...
dlls/wined3d/wined3d_private.h
View file @
576ea958
...
...
@@ -720,7 +720,7 @@ typedef struct {
HRESULT
(
*
shader_alloc_private
)(
IWineD3DDevice
*
iface
);
void
(
*
shader_free_private
)(
IWineD3DDevice
*
iface
);
BOOL
(
*
shader_dirtifyable_constants
)(
IWineD3DDevice
*
iface
);
void
(
*
shader_get_caps
)(
WINED3DDEVTYPE
devtype
,
const
struct
wined3d_gl_info
*
gl_info
,
struct
shader_caps
*
caps
);
void
(
*
shader_get_caps
)(
const
struct
wined3d_gl_info
*
gl_info
,
struct
shader_caps
*
caps
);
BOOL
(
*
shader_color_fixup_supported
)(
struct
color_fixup_desc
fixup
);
void
(
*
shader_add_instruction_modifiers
)(
const
struct
wined3d_shader_instruction
*
ins
);
}
shader_backend_t
;
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment