Commit 576ea958 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

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

parent 497386dc
...@@ -4609,8 +4609,7 @@ static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) { ...@@ -4609,8 +4609,7 @@ static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
return TRUE; return TRUE;
} }
static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
struct shader_caps *pCaps)
{ {
DWORD vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants); 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); 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_ ...@@ -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, /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
* then overwrite the shader specific ones * 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]) if (gl_info->supported[ARB_VERTEX_PROGRAM])
{ {
......
...@@ -7044,7 +7044,7 @@ HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d, ...@@ -7044,7 +7044,7 @@ HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
device->shader_backend = adapter->shader_backend; device->shader_backend = adapter->shader_backend;
memset(&shader_caps, 0, sizeof(shader_caps)); 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_vshader_constantF = shader_caps.MaxVertexShaderConst;
device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst; device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
device->vs_clipping = shader_caps.VSClipping; device->vs_clipping = shader_caps.VSClipping;
......
...@@ -4219,7 +4219,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, ...@@ -4219,7 +4219,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
pCaps->VertexTextureFilterCaps = 0; pCaps->VertexTextureFilterCaps = 0;
memset(&shader_caps, 0, sizeof(shader_caps)); 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)); memset(&fragment_caps, 0, sizeof(fragment_caps));
adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps); adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
......
...@@ -4843,8 +4843,7 @@ static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) { ...@@ -4843,8 +4843,7 @@ static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
return FALSE; return FALSE;
} }
static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
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 /* 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 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
......
...@@ -1387,8 +1387,7 @@ static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;} ...@@ -1387,8 +1387,7 @@ static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
static void shader_none_free(IWineD3DDevice *iface) {} static void shader_none_free(IWineD3DDevice *iface) {}
static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;} static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
static void shader_none_get_caps(WINED3DDEVTYPE devtype, static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
{ {
/* Set the shader caps to 0 for the none shader backend */ /* Set the shader caps to 0 for the none shader backend */
caps->VertexShaderVersion = 0; caps->VertexShaderVersion = 0;
......
...@@ -5517,8 +5517,7 @@ static const struct StateEntryTemplate ffp_fragmentstate_template[] = { ...@@ -5517,8 +5517,7 @@ static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { } static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
{ {
pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD | pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
WINED3DTEXOPCAPS_ADDSIGNED | WINED3DTEXOPCAPS_ADDSIGNED |
......
...@@ -720,7 +720,7 @@ typedef struct { ...@@ -720,7 +720,7 @@ typedef struct {
HRESULT (*shader_alloc_private)(IWineD3DDevice *iface); HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
void (*shader_free_private)(IWineD3DDevice *iface); void (*shader_free_private)(IWineD3DDevice *iface);
BOOL (*shader_dirtifyable_constants)(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); BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins); void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
} shader_backend_t; } shader_backend_t;
......
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