Henri Verbeet : wined3d: Get rid of the WINED3DPSHADERCAPS2_0 typedef.

Alexandre Julliard julliard at winehq.org
Fri Dec 9 14:41:36 CST 2011


Module: wine
Branch: master
Commit: 38c3cde6fdeacd42b71b0ec95ea2300a69a5512c
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=38c3cde6fdeacd42b71b0ec95ea2300a69a5512c

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Thu Dec  8 21:04:06 2011 +0100

wined3d: Get rid of the WINED3DPSHADERCAPS2_0 typedef.

---

 dlls/d3d9/d3d9_private.h |   10 +++++-----
 dlls/wined3d/directx.c   |   30 +++++++++++++++---------------
 include/wine/wined3d.h   |   16 ++++++++--------
 3 files changed, 28 insertions(+), 28 deletions(-)

diff --git a/dlls/d3d9/d3d9_private.h b/dlls/d3d9/d3d9_private.h
index b16498e..1c3748d 100644
--- a/dlls/d3d9/d3d9_private.h
+++ b/dlls/d3d9/d3d9_private.h
@@ -115,11 +115,11 @@ enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_H
     _pD3D9Caps->VS20Caps.DynamicFlowControlDepth  = _pWineCaps->VS20Caps.dynamic_flow_control_depth; \
     _pD3D9Caps->VS20Caps.NumTemps                 = _pWineCaps->VS20Caps.temp_count; \
     _pD3D9Caps->VS20Caps.StaticFlowControlDepth   = _pWineCaps->VS20Caps.static_flow_control_depth; \
-    _pD3D9Caps->PS20Caps.Caps                     = _pWineCaps->PS20Caps.Caps; \
-    _pD3D9Caps->PS20Caps.DynamicFlowControlDepth  = _pWineCaps->PS20Caps.DynamicFlowControlDepth; \
-    _pD3D9Caps->PS20Caps.NumTemps                 = _pWineCaps->PS20Caps.NumTemps; \
-    _pD3D9Caps->PS20Caps.StaticFlowControlDepth   = _pWineCaps->PS20Caps.StaticFlowControlDepth; \
-    _pD3D9Caps->PS20Caps.NumInstructionSlots      = _pWineCaps->PS20Caps.NumInstructionSlots; \
+    _pD3D9Caps->PS20Caps.Caps                     = _pWineCaps->PS20Caps.caps; \
+    _pD3D9Caps->PS20Caps.DynamicFlowControlDepth  = _pWineCaps->PS20Caps.dynamic_flow_control_depth; \
+    _pD3D9Caps->PS20Caps.NumTemps                 = _pWineCaps->PS20Caps.temp_count; \
+    _pD3D9Caps->PS20Caps.StaticFlowControlDepth   = _pWineCaps->PS20Caps.static_flow_control_depth; \
+    _pD3D9Caps->PS20Caps.NumInstructionSlots      = _pWineCaps->PS20Caps.instruction_slot_count; \
     _pD3D9Caps->VertexTextureFilterCaps           = _pWineCaps->VertexTextureFilterCaps; \
     _pD3D9Caps->MaxVShaderInstructionsExecuted    = _pWineCaps->MaxVShaderInstructionsExecuted; \
     _pD3D9Caps->MaxPShaderInstructionsExecuted    = _pWineCaps->MaxPShaderInstructionsExecuted; \
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index b73a82d..fe77b88 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -4804,18 +4804,18 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
         /* Caps is more or less undocumented on MSDN but it appears to be
          * used for PS20Caps based on results from R9600/FX5900/Geforce6800
          * cards from Windows */
-        caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
+        caps->PS20Caps.caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
                 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
                 WINED3DPS20CAPS_PREDICATION          |
                 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
                 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
         /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
-        caps->PS20Caps.DynamicFlowControlDepth  = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
-        caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
+        caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
+        caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps);
         /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
-        caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
+        caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
         /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
-        caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
+        caps->PS20Caps.instruction_slot_count = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
 
         caps->MaxPShaderInstructionsExecuted = 65535;
         caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
@@ -4824,23 +4824,23 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
     else if(caps->PixelShaderVersion == 2)
     {
         /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
-        caps->PS20Caps.Caps                     = 0;
-        caps->PS20Caps.DynamicFlowControlDepth  = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
-        caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
-        caps->PS20Caps.StaticFlowControlDepth   = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
+        caps->PS20Caps.caps = 0;
+        caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
+        caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps);
+        caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
         /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
-        caps->PS20Caps.NumInstructionSlots      = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
+        caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
 
         caps->MaxPShaderInstructionsExecuted    = 512; /* Minimum value, a GeforceFX uses 1024 */
         caps->MaxPixelShader30InstructionSlots  = 0;
     }
     else /* PS 1.x */
     {
-        caps->PS20Caps.Caps                     = 0;
-        caps->PS20Caps.DynamicFlowControlDepth  = 0;
-        caps->PS20Caps.NumTemps                 = 0;
-        caps->PS20Caps.StaticFlowControlDepth   = 0;
-        caps->PS20Caps.NumInstructionSlots      = 0;
+        caps->PS20Caps.caps = 0;
+        caps->PS20Caps.dynamic_flow_control_depth = 0;
+        caps->PS20Caps.temp_count = 0;
+        caps->PS20Caps.static_flow_control_depth = 0;
+        caps->PS20Caps.instruction_slot_count = 0;
 
         caps->MaxPShaderInstructionsExecuted    = 0;
         caps->MaxPixelShader30InstructionSlots  = 0;
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index b8981d5..4f5998c 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -1750,14 +1750,14 @@ struct wined3d_vertex_shader_caps
     INT static_flow_control_depth;
 };
 
-typedef struct _WINED3DPSHADERCAPS2_0
+struct wined3d_pixel_shader_caps
 {
-    DWORD Caps;
-    INT DynamicFlowControlDepth;
-    INT NumTemps;
-    INT StaticFlowControlDepth;
-    INT NumInstructionSlots;
-} WINED3DPSHADERCAPS2_0;
+    DWORD caps;
+    INT dynamic_flow_control_depth;
+    INT temp_count;
+    INT static_flow_control_depth;
+    INT instruction_slot_count;
+};
 
 typedef struct _WINEDDCAPS
 {
@@ -1861,7 +1861,7 @@ typedef struct _WINED3DCAPS
     DWORD NumSimultaneousRTs;
     DWORD StretchRectFilterCaps;
     struct wined3d_vertex_shader_caps VS20Caps;
-    WINED3DPSHADERCAPS2_0 PS20Caps;
+    struct wined3d_pixel_shader_caps PS20Caps;
     DWORD VertexTextureFilterCaps;
     DWORD MaxVShaderInstructionsExecuted;
     DWORD MaxPShaderInstructionsExecuted;




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