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

Alexandre Julliard julliard at winehq.org
Thu Feb 4 11:10:59 CST 2010


Module: wine
Branch: master
Commit: 576ea95803ea976aadf49516079a519d47a89c83
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=576ea95803ea976aadf49516079a519d47a89c83

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Wed Feb  3 18:18:00 2010 +0100

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

---

 dlls/wined3d/arb_program_shader.c |    5 ++---
 dlls/wined3d/device.c             |    2 +-
 dlls/wined3d/directx.c            |    2 +-
 dlls/wined3d/glsl_shader.c        |    3 +--
 dlls/wined3d/shader.c             |    3 +--
 dlls/wined3d/state.c              |    3 +--
 dlls/wined3d/wined3d_private.h    |    2 +-
 7 files changed, 8 insertions(+), 12 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index fbb1b77..519f9c8 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -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])
     {
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index da806b0..a25f5e4 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -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;
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index c870f88..8ba33ba 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -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);
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 4892bfe..ca05ebf 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -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
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 23de4a7..e95b4b5 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -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;
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 3c8595c..6f27baf 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -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   |
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 3d78281..1f568eb 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -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;




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