Zebediah Figura : wined3d: Use a designated initializer to initialize wined3d_settings.
Alexandre Julliard
julliard at winehq.org
Thu Jul 29 16:37:52 CDT 2021
Module: wine
Branch: master
Commit: 203dd2b640e448ccb29cc9f0e8dd58f294e65cf6
URL: https://source.winehq.org/git/wine.git/?a=commit;h=203dd2b640e448ccb29cc9f0e8dd58f294e65cf6
Author: Zebediah Figura <zfigura at codeweavers.com>
Date: Wed Jul 28 18:11:26 2021 -0500
wined3d: Use a designated initializer to initialize wined3d_settings.
And replace ~0u with the more meaningful UINT_MAX.
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/wined3d_main.c | 34 +++++++++++++++-------------------
1 file changed, 15 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c
index 293359714c3..6e93b8dc683 100644
--- a/dlls/wined3d/wined3d_main.c
+++ b/dlls/wined3d/wined3d_main.c
@@ -110,25 +110,21 @@ CRITICAL_SECTION wined3d_command_cs = {&wined3d_command_cs_debug, -1, 0, 0, 0, 0
* where appropriate. */
struct wined3d_settings wined3d_settings =
{
- WINED3D_CSMT_ENABLE, /* Multithreaded CS by default. */
- MAKEDWORD_VERSION(4, 4), /* Default to OpenGL 4.4 */
- ORM_FBO, /* Use FBOs to do offscreen rendering */
- PCI_VENDOR_NONE,/* PCI Vendor ID */
- PCI_DEVICE_NONE,/* PCI Device ID */
- 0, /* The default of memory is set in init_driver_info */
- NULL, /* No wine logo by default */
- TRUE, /* Prefer multisample textures to multisample renderbuffers. */
- ~0u, /* Don't force a specific sample count by default. */
- FALSE, /* Don't range check relative addressing indices in float constants. */
- FALSE, /* No strict shader math by default. */
- ~0U, /* No VS shader model limit by default. */
- ~0U, /* No HS shader model limit by default. */
- ~0U, /* No DS shader model limit by default. */
- ~0U, /* No GS shader model limit by default. */
- ~0U, /* No PS shader model limit by default. */
- ~0u, /* No CS shader model limit by default. */
- WINED3D_RENDERER_AUTO,
- WINED3D_SHADER_BACKEND_AUTO,
+ .cs_multithreaded = WINED3D_CSMT_ENABLE,
+ .max_gl_version = MAKEDWORD_VERSION(4, 4),
+ .offscreen_rendering_mode = ORM_FBO,
+ .pci_vendor_id = PCI_VENDOR_NONE,
+ .pci_device_id = PCI_DEVICE_NONE,
+ .multisample_textures = TRUE,
+ .sample_count = ~0u,
+ .max_sm_vs = UINT_MAX,
+ .max_sm_ps = UINT_MAX,
+ .max_sm_ds = UINT_MAX,
+ .max_sm_hs = UINT_MAX,
+ .max_sm_gs = UINT_MAX,
+ .max_sm_cs = UINT_MAX,
+ .renderer = WINED3D_RENDERER_AUTO,
+ .shader_backend = WINED3D_SHADER_BACKEND_AUTO,
};
struct wined3d * CDECL wined3d_create(DWORD flags)
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