Commit a05841bd authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Rename "pCaps" to "caps".

parent a247c7fd
...@@ -4858,7 +4858,7 @@ static BOOL shader_arb_dirty_const(void) ...@@ -4858,7 +4858,7 @@ static BOOL shader_arb_dirty_const(void)
return TRUE; return TRUE;
} }
static void shader_arb_get_caps(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 *caps)
{ {
if (gl_info->supported[ARB_VERTEX_PROGRAM]) if (gl_info->supported[ARB_VERTEX_PROGRAM])
{ {
...@@ -4875,26 +4875,26 @@ static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct sh ...@@ -4875,26 +4875,26 @@ static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct sh
if (gl_info->supported[NV_VERTEX_PROGRAM3]) if (gl_info->supported[NV_VERTEX_PROGRAM3])
{ {
pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0); caps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n"); TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
} }
else if (vs_consts >= 256) else if (vs_consts >= 256)
{ {
/* Shader Model 2.0 requires at least 256 vertex shader constants */ /* Shader Model 2.0 requires at least 256 vertex shader constants */
pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0); caps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n"); TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
} }
else else
{ {
pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1); caps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n"); TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
} }
pCaps->MaxVertexShaderConst = vs_consts; caps->MaxVertexShaderConst = vs_consts;
} }
else else
{ {
pCaps->VertexShaderVersion = 0; caps->VertexShaderVersion = 0;
pCaps->MaxVertexShaderConst = 0; caps->MaxVertexShaderConst = 0;
} }
if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
...@@ -4910,31 +4910,31 @@ static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct sh ...@@ -4910,31 +4910,31 @@ static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct sh
if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
{ {
pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0); caps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n"); TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
} }
else if (ps_consts >= 32) else if (ps_consts >= 32)
{ {
/* Shader Model 2.0 requires at least 32 pixel shader constants */ /* Shader Model 2.0 requires at least 32 pixel shader constants */
pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0); caps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n"); TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
} }
else else
{ {
pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4); caps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n"); TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
} }
pCaps->PixelShader1xMaxValue = 8.0f; caps->PixelShader1xMaxValue = 8.0f;
pCaps->MaxPixelShaderConst = ps_consts; caps->MaxPixelShaderConst = ps_consts;
} }
else else
{ {
pCaps->PixelShaderVersion = 0; caps->PixelShaderVersion = 0;
pCaps->PixelShader1xMaxValue = 0.0f; caps->PixelShader1xMaxValue = 0.0f;
pCaps->MaxPixelShaderConst = 0; caps->MaxPixelShaderConst = 0;
} }
pCaps->VSClipping = use_nv_clip(gl_info); caps->VSClipping = use_nv_clip(gl_info);
} }
static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup) static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
......
...@@ -4922,7 +4922,7 @@ static BOOL shader_glsl_dirty_const(void) ...@@ -4922,7 +4922,7 @@ static BOOL shader_glsl_dirty_const(void)
return FALSE; return FALSE;
} }
static void shader_glsl_get_caps(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 *caps)
{ {
/* NVIDIA GeForce 6 / 7 or ATI R4xx / R5xx cards with GLSL support /* NVIDIA GeForce 6 / 7 or ATI R4xx / R5xx cards with GLSL support
* support SM3, but older NVIDIA / ATI models with GLSL support only * support SM3, but older NVIDIA / ATI models with GLSL support only
...@@ -4944,17 +4944,17 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s ...@@ -4944,17 +4944,17 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
|| gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[ARB_SHADER_TEXTURE_LOD]
|| gl_info->supported[EXT_GPU_SHADER4]) || gl_info->supported[EXT_GPU_SHADER4])
{ {
pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0); caps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0); caps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
} }
else else
{ {
pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0); caps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0); caps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
} }
pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants; caps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants; caps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
/* FIXME: The following line is card dependent. -8.0 to 8.0 is the /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
* Direct3D minimum requirement. * Direct3D minimum requirement.
...@@ -4968,14 +4968,14 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s ...@@ -4968,14 +4968,14 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
* the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
* offer a way to query this. * offer a way to query this.
*/ */
pCaps->PixelShader1xMaxValue = 8.0; caps->PixelShader1xMaxValue = 8.0;
pCaps->VSClipping = TRUE; caps->VSClipping = TRUE;
TRACE_(d3d_caps)("Hardware vertex shader version %u.%u enabled (GLSL).\n", TRACE_(d3d_caps)("Hardware vertex shader version %u.%u enabled (GLSL).\n",
(pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff); (caps->VertexShaderVersion >> 8) & 0xff, caps->VertexShaderVersion & 0xff);
TRACE_(d3d_caps)("Hardware pixel shader version %u.%u enabled (GLSL).\n", TRACE_(d3d_caps)("Hardware pixel shader version %u.%u enabled (GLSL).\n",
(pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff); (caps->PixelShaderVersion >> 8) & 0xff, caps->PixelShaderVersion & 0xff);
} }
static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup) static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
......
...@@ -637,60 +637,59 @@ static void nvts_enable(BOOL enable) ...@@ -637,60 +637,59 @@ static void nvts_enable(BOOL enable)
LEAVE_GL(); LEAVE_GL();
} }
static void nvrc_fragment_get_caps(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 *caps)
{ {
pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP; caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
/* The caps below can be supported but aren't handled yet in utils.c /* The caps below can be supported but aren't handled yet in utils.c
* 'd3dta_to_combiner_input', disable them until support is fixed */ * 'd3dta_to_combiner_input', disable them until support is fixed */
#if 0 #if 0
if (gl_info->supported[NV_REGISTER_COMBINERS2]) if (gl_info->supported[NV_REGISTER_COMBINERS2])
pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT; caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
#endif #endif
pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD | caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
WINED3DTEXOPCAPS_ADDSIGNED | | WINED3DTEXOPCAPS_ADDSIGNED
WINED3DTEXOPCAPS_ADDSIGNED2X | | WINED3DTEXOPCAPS_ADDSIGNED2X
WINED3DTEXOPCAPS_MODULATE | | WINED3DTEXOPCAPS_MODULATE
WINED3DTEXOPCAPS_MODULATE2X | | WINED3DTEXOPCAPS_MODULATE2X
WINED3DTEXOPCAPS_MODULATE4X | | WINED3DTEXOPCAPS_MODULATE4X
WINED3DTEXOPCAPS_SELECTARG1 | | WINED3DTEXOPCAPS_SELECTARG1
WINED3DTEXOPCAPS_SELECTARG2 | | WINED3DTEXOPCAPS_SELECTARG2
WINED3DTEXOPCAPS_DISABLE | | WINED3DTEXOPCAPS_DISABLE
WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
WINED3DTEXOPCAPS_BLENDFACTORALPHA | | WINED3DTEXOPCAPS_BLENDFACTORALPHA
WINED3DTEXOPCAPS_BLENDCURRENTALPHA | | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
WINED3DTEXOPCAPS_LERP | | WINED3DTEXOPCAPS_LERP
WINED3DTEXOPCAPS_SUBTRACT | | WINED3DTEXOPCAPS_SUBTRACT
WINED3DTEXOPCAPS_ADDSMOOTH | | WINED3DTEXOPCAPS_ADDSMOOTH
WINED3DTEXOPCAPS_MULTIPLYADD | | WINED3DTEXOPCAPS_MULTIPLYADD
WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM | | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
WINED3DTEXOPCAPS_DOTPRODUCT3 | | WINED3DTEXOPCAPS_DOTPRODUCT3
WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA; | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
if (gl_info->supported[NV_TEXTURE_SHADER2]) if (gl_info->supported[NV_TEXTURE_SHADER2])
{ {
/* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
* not support 3D textures. This asks for trouble if an app uses both bump mapping * not support 3D textures. This asks for trouble if an app uses both bump mapping
* and 3D textures. It also allows us to keep the code simpler by having texture * and 3D textures. It also allows us to keep the code simpler by having texture
* shaders constantly enabled. * shaders constantly enabled. */
*/ caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
/* TODO: Luminance bump map? */ /* TODO: Luminance bump map? */
} }
#if 0 #if 0
/* FIXME: Add /* FIXME: Add
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
WINED3DTEXOPCAPS_PREMODULATE */ WINED3DTEXOPCAPS_PREMODULATE */
#endif #endif
pCaps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners); caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
pCaps->MaxSimultaneousTextures = gl_info->limits.textures; caps->MaxSimultaneousTextures = gl_info->limits.textures;
} }
static HRESULT nvrc_fragment_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; } static HRESULT nvrc_fragment_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; }
......
...@@ -5645,44 +5645,44 @@ static const struct StateEntryTemplate ffp_fragmentstate_template[] = { ...@@ -5645,44 +5645,44 @@ 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(BOOL enable) {} static void ffp_enable(BOOL enable) {}
static void ffp_fragment_get_caps(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 *caps)
{ {
pCaps->PrimitiveMiscCaps = 0; caps->PrimitiveMiscCaps = 0;
pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD | caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
WINED3DTEXOPCAPS_ADDSIGNED | | WINED3DTEXOPCAPS_ADDSIGNED
WINED3DTEXOPCAPS_ADDSIGNED2X | | WINED3DTEXOPCAPS_ADDSIGNED2X
WINED3DTEXOPCAPS_MODULATE | | WINED3DTEXOPCAPS_MODULATE
WINED3DTEXOPCAPS_MODULATE2X | | WINED3DTEXOPCAPS_MODULATE2X
WINED3DTEXOPCAPS_MODULATE4X | | WINED3DTEXOPCAPS_MODULATE4X
WINED3DTEXOPCAPS_SELECTARG1 | | WINED3DTEXOPCAPS_SELECTARG1
WINED3DTEXOPCAPS_SELECTARG2 | | WINED3DTEXOPCAPS_SELECTARG2
WINED3DTEXOPCAPS_DISABLE; | WINED3DTEXOPCAPS_DISABLE;
if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE] if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
|| gl_info->supported[EXT_TEXTURE_ENV_COMBINE] || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
|| gl_info->supported[NV_TEXTURE_ENV_COMBINE4]) || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
{ {
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA | caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
WINED3DTEXOPCAPS_BLENDTEXTUREALPHA | | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
WINED3DTEXOPCAPS_BLENDFACTORALPHA | | WINED3DTEXOPCAPS_BLENDFACTORALPHA
WINED3DTEXOPCAPS_BLENDCURRENTALPHA | | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
WINED3DTEXOPCAPS_LERP | | WINED3DTEXOPCAPS_LERP
WINED3DTEXOPCAPS_SUBTRACT; | WINED3DTEXOPCAPS_SUBTRACT;
} }
if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
|| gl_info->supported[NV_TEXTURE_ENV_COMBINE4]) || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
{ {
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH | caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
WINED3DTEXOPCAPS_MULTIPLYADD | | WINED3DTEXOPCAPS_MULTIPLYADD
WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR | | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA | | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM; | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
} }
if (gl_info->supported[ARB_TEXTURE_ENV_DOT3]) if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3; caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
pCaps->MaxTextureBlendStages = gl_info->limits.textures; caps->MaxTextureBlendStages = gl_info->limits.textures;
pCaps->MaxSimultaneousTextures = gl_info->limits.textures; caps->MaxSimultaneousTextures = gl_info->limits.textures;
} }
static HRESULT ffp_fragment_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; } static HRESULT ffp_fragment_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; }
......
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