[PATCH 1/5] wined3d: Rename "pCaps" to "caps".

Henri Verbeet hverbeet at codeweavers.com
Tue Apr 26 12:24:15 CDT 2011


---
 dlls/wined3d/arb_program_shader.c    |   32 ++++++++--------
 dlls/wined3d/glsl_shader.c           |   22 ++++++------
 dlls/wined3d/nvidia_texture_shader.c |   63 ++++++++++++++++-----------------
 dlls/wined3d/state.c                 |   50 +++++++++++++-------------
 4 files changed, 83 insertions(+), 84 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 1197aac..227f262 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -4858,7 +4858,7 @@ static BOOL shader_arb_dirty_const(void)
     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])
     {
@@ -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])
         {
-            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");
         }
         else if (vs_consts >= 256)
         {
             /* 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");
         }
         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");
         }
-        pCaps->MaxVertexShaderConst = vs_consts;
+        caps->MaxVertexShaderConst = vs_consts;
     }
     else
     {
-        pCaps->VertexShaderVersion = 0;
-        pCaps->MaxVertexShaderConst = 0;
+        caps->VertexShaderVersion = 0;
+        caps->MaxVertexShaderConst = 0;
     }
 
     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
 
         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");
         }
         else if (ps_consts >= 32)
         {
             /* 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");
         }
         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");
         }
-        pCaps->PixelShader1xMaxValue = 8.0f;
-        pCaps->MaxPixelShaderConst = ps_consts;
+        caps->PixelShader1xMaxValue = 8.0f;
+        caps->MaxPixelShaderConst = ps_consts;
     }
     else
     {
-        pCaps->PixelShaderVersion = 0;
-        pCaps->PixelShader1xMaxValue = 0.0f;
-        pCaps->MaxPixelShaderConst = 0;
+        caps->PixelShaderVersion = 0;
+        caps->PixelShader1xMaxValue = 0.0f;
+        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)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 499ed15..7bda045 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4922,7 +4922,7 @@ static BOOL shader_glsl_dirty_const(void)
     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
      * 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
             || gl_info->supported[ARB_SHADER_TEXTURE_LOD]
             || gl_info->supported[EXT_GPU_SHADER4])
     {
-        pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
-        pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
+        caps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
+        caps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
     }
     else
     {
-        pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
-        pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
+        caps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
+        caps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
     }
 
-    pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
-    pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
+    caps->MaxVertexShaderConst = gl_info->limits.glsl_vs_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
      * Direct3D minimum requirement.
@@ -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
      * 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",
-            (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",
-            (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)
diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c
index 66278cd..0f0eb0b 100644
--- a/dlls/wined3d/nvidia_texture_shader.c
+++ b/dlls/wined3d/nvidia_texture_shader.c
@@ -637,60 +637,59 @@ static void nvts_enable(BOOL enable)
     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
      * 'd3dta_to_combiner_input', disable them until support is fixed */
 #if 0
     if (gl_info->supported[NV_REGISTER_COMBINERS2])
-        pCaps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
+        caps->PrimitiveMiscCaps |=  WINED3DPMISCCAPS_PERSTAGECONSTANT;
 #endif
 
-    pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD                        |
-                            WINED3DTEXOPCAPS_ADDSIGNED                  |
-                            WINED3DTEXOPCAPS_ADDSIGNED2X                |
-                            WINED3DTEXOPCAPS_MODULATE                   |
-                            WINED3DTEXOPCAPS_MODULATE2X                 |
-                            WINED3DTEXOPCAPS_MODULATE4X                 |
-                            WINED3DTEXOPCAPS_SELECTARG1                 |
-                            WINED3DTEXOPCAPS_SELECTARG2                 |
-                            WINED3DTEXOPCAPS_DISABLE                    |
-                            WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA          |
-                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHA          |
-                            WINED3DTEXOPCAPS_BLENDFACTORALPHA           |
-                            WINED3DTEXOPCAPS_BLENDCURRENTALPHA          |
-                            WINED3DTEXOPCAPS_LERP                       |
-                            WINED3DTEXOPCAPS_SUBTRACT                   |
-                            WINED3DTEXOPCAPS_ADDSMOOTH                  |
-                            WINED3DTEXOPCAPS_MULTIPLYADD                |
-                            WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR     |
-                            WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA     |
-                            WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM        |
-                            WINED3DTEXOPCAPS_DOTPRODUCT3                |
-                            WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR  |
-                            WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
+    caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
+            | WINED3DTEXOPCAPS_ADDSIGNED
+            | WINED3DTEXOPCAPS_ADDSIGNED2X
+            | WINED3DTEXOPCAPS_MODULATE
+            | WINED3DTEXOPCAPS_MODULATE2X
+            | WINED3DTEXOPCAPS_MODULATE4X
+            | WINED3DTEXOPCAPS_SELECTARG1
+            | WINED3DTEXOPCAPS_SELECTARG2
+            | WINED3DTEXOPCAPS_DISABLE
+            | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
+            | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
+            | WINED3DTEXOPCAPS_BLENDFACTORALPHA
+            | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
+            | WINED3DTEXOPCAPS_LERP
+            | WINED3DTEXOPCAPS_SUBTRACT
+            | WINED3DTEXOPCAPS_ADDSMOOTH
+            | WINED3DTEXOPCAPS_MULTIPLYADD
+            | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
+            | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
+            | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
+            | WINED3DTEXOPCAPS_DOTPRODUCT3
+            | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
+            | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
 
     if (gl_info->supported[NV_TEXTURE_SHADER2])
     {
         /* 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
          * and 3D textures. It also allows us to keep the code simpler by having texture
-         * shaders constantly enabled.
-         */
-        pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
+         * shaders constantly enabled. */
+        caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
         /* TODO: Luminance bump map? */
     }
 
 #if 0
     /* FIXME: Add
-            pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
+            caps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
             WINED3DTEXOPCAPS_PREMODULATE */
 #endif
 
-    pCaps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
-    pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
+    caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
+    caps->MaxSimultaneousTextures = gl_info->limits.textures;
 }
 
 static HRESULT nvrc_fragment_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; }
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 801563e..b8113ff 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -5645,44 +5645,44 @@ static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
 /* Context activation is done by the caller. */
 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;
-    pCaps->TextureOpCaps =  WINED3DTEXOPCAPS_ADD         |
-                            WINED3DTEXOPCAPS_ADDSIGNED   |
-                            WINED3DTEXOPCAPS_ADDSIGNED2X |
-                            WINED3DTEXOPCAPS_MODULATE    |
-                            WINED3DTEXOPCAPS_MODULATE2X  |
-                            WINED3DTEXOPCAPS_MODULATE4X  |
-                            WINED3DTEXOPCAPS_SELECTARG1  |
-                            WINED3DTEXOPCAPS_SELECTARG2  |
-                            WINED3DTEXOPCAPS_DISABLE;
+    caps->PrimitiveMiscCaps = 0;
+    caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
+            | WINED3DTEXOPCAPS_ADDSIGNED
+            | WINED3DTEXOPCAPS_ADDSIGNED2X
+            | WINED3DTEXOPCAPS_MODULATE
+            | WINED3DTEXOPCAPS_MODULATE2X
+            | WINED3DTEXOPCAPS_MODULATE4X
+            | WINED3DTEXOPCAPS_SELECTARG1
+            | WINED3DTEXOPCAPS_SELECTARG2
+            | WINED3DTEXOPCAPS_DISABLE;
 
     if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
             || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
             || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
     {
-        pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA  |
-                                WINED3DTEXOPCAPS_BLENDTEXTUREALPHA  |
-                                WINED3DTEXOPCAPS_BLENDFACTORALPHA   |
-                                WINED3DTEXOPCAPS_BLENDCURRENTALPHA  |
-                                WINED3DTEXOPCAPS_LERP               |
-                                WINED3DTEXOPCAPS_SUBTRACT;
+        caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
+                | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
+                | WINED3DTEXOPCAPS_BLENDFACTORALPHA
+                | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
+                | WINED3DTEXOPCAPS_LERP
+                | WINED3DTEXOPCAPS_SUBTRACT;
     }
     if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
             || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
     {
-        pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH              |
-                                WINED3DTEXOPCAPS_MULTIPLYADD            |
-                                WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
-                                WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
-                                WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
+        caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
+                | WINED3DTEXOPCAPS_MULTIPLYADD
+                | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
+                | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
+                | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
     }
     if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
-        pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
+        caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
 
-    pCaps->MaxTextureBlendStages = gl_info->limits.textures;
-    pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
+    caps->MaxTextureBlendStages = gl_info->limits.textures;
+    caps->MaxSimultaneousTextures = gl_info->limits.textures;
 }
 
 static HRESULT ffp_fragment_alloc(IWineD3DDeviceImpl *device) { return WINED3D_OK; }
-- 
1.7.3.4




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