[PATCH 3/5] wined3d: Pass wined3d_adapter to fragment_pipe->get_caps().

Józef Kucia jkucia at codeweavers.com
Fri Mar 29 07:00:15 CDT 2019


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/adapter_gl.c            | 2 +-
 dlls/wined3d/arb_program_shader.c    | 6 ++++--
 dlls/wined3d/ati_fragment_shader.c   | 2 +-
 dlls/wined3d/directx.c               | 2 +-
 dlls/wined3d/glsl_shader.c           | 7 ++++---
 dlls/wined3d/nvidia_texture_shader.c | 4 +++-
 dlls/wined3d/shader.c                | 2 +-
 dlls/wined3d/state.c                 | 6 ++++--
 dlls/wined3d/utils.c                 | 2 +-
 dlls/wined3d/wined3d_private.h       | 2 +-
 10 files changed, 21 insertions(+), 14 deletions(-)

diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c
index d88236e5d47b..873971ed25b5 100644
--- a/dlls/wined3d/adapter_gl.c
+++ b/dlls/wined3d/adapter_gl.c
@@ -3729,7 +3729,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
     d3d_info->limits.active_light_count = vertex_caps.max_active_lights;
     d3d_info->emulated_flatshading = vertex_caps.emulated_flatshading;
 
-    adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
+    adapter->fragment_pipe->get_caps(adapter, &fragment_caps);
     d3d_info->limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
     d3d_info->limits.ffp_textures = fragment_caps.MaxSimultaneousTextures;
     d3d_info->shader_color_key = !!(fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY);
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 97117dbf7ade..a05bb2f38c9b 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -4812,7 +4812,7 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wine
 
     priv->vertex_pipe = vertex_pipe;
     priv->fragment_pipe = fragment_pipe;
-    fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
+    fragment_pipe->get_caps(device->adapter, &fragment_caps);
     priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
 
     device->vertex_priv = vertex_priv;
@@ -5736,8 +5736,10 @@ static void arbfp_free(struct wined3d_device *device, struct wined3d_context *co
         heap_free(device->fragment_priv);
 }
 
-static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
+static void arbfp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
 {
+    const struct wined3d_gl_info *gl_info = &adapter->gl_info;
+
     caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
             | WINED3D_FRAGMENT_CAP_SRGB_WRITE
             | WINED3D_FRAGMENT_CAP_COLOR_KEY;
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index 283732299d10..959f4f80e1df 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -1263,7 +1263,7 @@ static void atifs_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
     }
 }
 
-static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
+static void atifs_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
 {
     caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP               |
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index a3a8486200bc..0676dcad9e38 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -1968,7 +1968,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, unsigned in
     caps->VertexTextureFilterCaps             = 0;
 
     adapter->shader_backend->shader_get_caps(adapter, &shader_caps);
-    adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
+    adapter->fragment_pipe->get_caps(adapter, &fragment_caps);
     adapter->vertex_pipe->vp_get_caps(adapter, &vertex_caps);
 
     /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index c5182c39cb8f..c1c32304b680 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -11188,7 +11188,6 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct win
         const struct fragment_pipeline *fragment_pipe)
 {
     SIZE_T stack_size = wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F, WINED3D_MAX_PS_CONSTS_F)) + 1;
-    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
     struct fragment_caps fragment_caps;
     void *vertex_priv, *fragment_priv;
     struct shader_glsl_priv *priv;
@@ -11242,7 +11241,7 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct win
     priv->next_constant_version = 1;
     priv->vertex_pipe = vertex_pipe;
     priv->fragment_pipe = fragment_pipe;
-    fragment_pipe->get_caps(gl_info, &fragment_caps);
+    fragment_pipe->get_caps(device->adapter, &fragment_caps);
     priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
     priv->legacy_lighting = device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING;
 
@@ -12170,8 +12169,10 @@ static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOO
     /* Nothing to do. */
 }
 
-static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
+static void glsl_fragment_pipe_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
 {
+    const struct wined3d_gl_info *gl_info = &adapter->gl_info;
+
     caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
             | WINED3D_FRAGMENT_CAP_SRGB_WRITE
             | WINED3D_FRAGMENT_CAP_COLOR_KEY;
diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c
index f5dbb254fb9f..fd8022433cce 100644
--- a/dlls/wined3d/nvidia_texture_shader.c
+++ b/dlls/wined3d/nvidia_texture_shader.c
@@ -687,8 +687,10 @@ static void nvts_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
     }
 }
 
-static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
+static void nvrc_fragment_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
 {
+    const struct wined3d_gl_info *gl_info = &adapter->gl_info;
+
     caps->wined3d_caps = 0;
     caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
 
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 060b3fd1c432..8fae8e22131e 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -3236,7 +3236,7 @@ static HRESULT shader_none_alloc(struct wined3d_device *device, const struct win
 
     priv->vertex_pipe = vertex_pipe;
     priv->fragment_pipe = fragment_pipe;
-    fragment_pipe->get_caps(&device->adapter->gl_info, &fragment_caps);
+    fragment_pipe->get_caps(device->adapter, &fragment_caps);
     priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
 
     device->vertex_priv = vertex_priv;
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 98be4cfff908..d995fe89b0aa 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -5238,8 +5238,10 @@ const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
     vp_ffp_states,
 };
 
-static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
+static void ffp_fragment_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
 {
+    const struct wined3d_gl_info *gl_info = &adapter->gl_info;
+
     caps->wined3d_caps = 0;
     caps->PrimitiveMiscCaps = 0;
     caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
@@ -5340,7 +5342,7 @@ const struct wined3d_vertex_pipe_ops none_vertex_pipe =
     NULL,
 };
 
-static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
+static void fp_none_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
 {
     memset(caps, 0, sizeof(*caps));
 }
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index ea59d4f5e6fc..a2422839e046 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -3138,7 +3138,7 @@ static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct win
     unsigned int i, j;
     BOOL srgb_write;
 
-    adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
+    adapter->fragment_pipe->get_caps(adapter, &fragment_caps);
     adapter->shader_backend->shader_get_caps(adapter, &shader_caps);
     srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
             && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 253b3950ea7c..f5bf96f62583 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2060,7 +2060,7 @@ struct fragment_caps
 struct fragment_pipeline
 {
     void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
-    void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
+    void (*get_caps)(const struct wined3d_adapter *adapter, struct fragment_caps *caps);
     DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
     void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
     void (*free_private)(struct wined3d_device *device, struct wined3d_context *context);
-- 
2.19.2




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