[wineded] GetDeviceCaps part 2 - Fixed
Oliver Stieber
oliver_stieber at yahoo.co.uk
Wed Jun 22 07:46:50 CDT 2005
This patch has been taken from working code this time
(and not just a search and replace!)
There are some formatting changes that I had tried to
avoid in the original patch.
--- Oliver Stieber <oliver_stieber at yahoo.co.uk> wrote:
> Date: Tue, 21 Jun 2005 16:21:42 +0100 (BST)
> From: Oliver Stieber <oliver_stieber at yahoo.co.uk>
> Subject: [wineded] GetDeviceCaps part 2
> To: wine patch <wine-patches at winehq.org>
>
> Hi,
> This patch corrects wined3d/directx.c/GetDeviceCaps
> so that uses wined3dcaps as required by the earlier
> [wined3d] homogonized device caps patch.
>
>
>
>
>
>
>
>
___________________________________________________________
>
> Yahoo! Messenger - NEW crystal clear PC to PC
> calling worldwide with voicemail
http://uk.messenger.yahoo.com> diff -X ../ignore -Nru
> ../clean/wine/dlls/wined3d/directx.c
> wine/dlls/wined3d/directx.c
> --- ../clean/wine/dlls/wined3d/directx.c 2005-06-15
> 08:01:41.000000000 +0100
> +++ wine/dlls/wined3d/directx.c 2005-06-21
> 16:23:20.424998688 +0100
> @@ -1161,13 +1161,12 @@
> /* Note: d3d8 passes in a pointer to a D3DCAPS8
> structure, which is a true
> subset of a D3DCAPS9 structure. However, it
> has to come via a void *
> as the d3d8 interface cannot import the d3d9
> header */
> -HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D
> *iface, UINT Adapter, D3DDEVTYPE DeviceType,
> WINED3DCAPS* pCapsIn) {
> +HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D
> *iface, UINT Adapter, D3DDEVTYPE DeviceType,
> WINED3DCAPS *pCaps) {
>
> IWineD3DImpl *This = (IWineD3DImpl *)iface;
> BOOL gotContext = FALSE;
> - GLint gl_tex_size = 0;
> + GLint gl_tex_size = 0;
> WineD3D_Context *fake_ctx = NULL;
> - D3DCAPS9 *pCaps = (D3DCAPS9 *)pCapsIn;
>
> TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x,
> pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
>
> @@ -1177,7 +1176,7 @@
>
> /* Note: GL seems to trap if GetDeviceCaps is
> called before any HWND's created
> ie there is no GL Context - Get a default
> rendering context to enable the
> - function query some info from GL
> */
> + function query some info from GL
> */
> if (glXGetCurrentContext() == NULL) {
> fake_ctx = WineD3D_CreateFakeGLContext();
> if (NULL != fake_ctx) gotContext = TRUE;
> @@ -1189,14 +1188,14 @@
>
> FIXME_(d3d_caps)("GetDeviceCaps called but
> no GL Context - Returning dummy values\n");
> gl_tex_size=65535;
> - pCaps->MaxTextureBlendStages = 2;
> - pCaps->MaxSimultaneousTextures = 2;
> - pCaps->MaxUserClipPlanes = 8;
> - pCaps->MaxActiveLights = 8;
> - pCaps->MaxVertexBlendMatrices = 0;
> - pCaps->MaxVertexBlendMatrixIndex = 1;
> - pCaps->MaxAnisotropy = 0;
> - pCaps->MaxPointSize = 255.0;
> + *pCaps->MaxTextureBlendStages = 2;
> + *pCaps->MaxSimultaneousTextures = 2;
> + *pCaps->MaxUserClipPlanes = 8;
> + *pCaps->MaxActiveLights = 8;
> + *pCaps->MaxVertexBlendMatrices = 0;
> + *pCaps->MaxVertexBlendMatrixIndex = 1;
> + *pCaps->MaxAnisotropy = 0;
> + *pCaps->MaxPointSize = 255.0;
> } else {
> glGetIntegerv(GL_MAX_TEXTURE_SIZE,
> &gl_tex_size);
> }
> @@ -1212,21 +1211,21 @@
> /*
> ------------------------------------------------
> The following fields apply to both d3d8 and
> d3d9
>
> ------------------------------------------------ */
> - pCaps->DeviceType = (DeviceType ==
> D3DDEVTYPE_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
> /* Not quite true, but use h/w supported by opengl I
> suppose */
> - pCaps->AdapterOrdinal = Adapter;
> + *pCaps->DeviceType = (DeviceType ==
> D3DDEVTYPE_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
> /* Not quite true, but use h/w supported by opengl I
> suppose */
> + *pCaps->AdapterOrdinal = Adapter;
>
> - pCaps->Caps = 0;
> - pCaps->Caps2 = D3DCAPS2_CANRENDERWINDOWED;
> - pCaps->Caps3 = D3DDEVCAPS_HWTRANSFORMANDLIGHT;
> - pCaps->PresentationIntervals =
> D3DPRESENT_INTERVAL_IMMEDIATE;
> + *pCaps->Caps = 0;
> + *pCaps->Caps2 = D3DCAPS2_CANRENDERWINDOWED;
> + *pCaps->Caps3 = D3DDEVCAPS_HWTRANSFORMANDLIGHT;
> + *pCaps->PresentationIntervals =
> D3DPRESENT_INTERVAL_IMMEDIATE;
>
> - pCaps->CursorCaps = 0;
> + *pCaps->CursorCaps = 0;
>
> - pCaps->DevCaps = D3DDEVCAPS_DRAWPRIMTLVERTEX
> |
> + *pCaps->DevCaps = D3DDEVCAPS_DRAWPRIMTLVERTEX
> |
> D3DDEVCAPS_HWTRANSFORMANDLIGHT
> |
> D3DDEVCAPS_PUREDEVICE |
> D3DDEVCAPS_HWRASTERIZATION;
>
> - pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_CULLCCW
> |
> + *pCaps->PrimitiveMiscCaps =
> D3DPMISCCAPS_CULLCCW |
> D3DPMISCCAPS_CULLCW
> |
>
> D3DPMISCCAPS_COLORWRITEENABLE |
>
> D3DPMISCCAPS_CLIPTLVERTS |
> @@ -1234,7 +1233,7 @@
> D3DPMISCCAPS_MASKZ;
> /*NOT:
> D3DPMISCCAPS_TSSARGTEMP*/
>
> - pCaps->RasterCaps = D3DPRASTERCAPS_DITHER |
> + *pCaps->RasterCaps = D3DPRASTERCAPS_DITHER |
> D3DPRASTERCAPS_PAT |
> D3DPRASTERCAPS_WFOG |
> D3DPRASTERCAPS_ZFOG |
> @@ -1243,7 +1242,7 @@
> D3DPRASTERCAPS_FOGRANGE;
>
> if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC))
> {
> - pCaps->RasterCaps |=
> D3DPRASTERCAPS_ANISOTROPY;
> + *pCaps->RasterCaps |=
> D3DPRASTERCAPS_ANISOTROPY;
> }
> /* FIXME Add:
> D3DPRASTERCAPS_MIPMAPLODBIAS
> @@ -1254,23 +1253,23 @@
> D3DPRASTERCAPS_ZBUFFERLESSHSR
> D3DPRASTERCAPS_WBUFFER */
>
> - pCaps->ZCmpCaps = D3DPCMPCAPS_ALWAYS |
> - D3DPCMPCAPS_EQUAL |
> - D3DPCMPCAPS_GREATER |
> - D3DPCMPCAPS_GREATEREQUAL |
> - D3DPCMPCAPS_LESS |
> - D3DPCMPCAPS_LESSEQUAL |
> - D3DPCMPCAPS_NEVER |
> - D3DPCMPCAPS_NOTEQUAL;
> -
> - pCaps->SrcBlendCaps = 0xFFFFFFFF; /*FIXME:
> Tidy up later */
> - pCaps->DestBlendCaps = 0xFFFFFFFF; /*FIXME:
> Tidy up later */
> - pCaps->AlphaCmpCaps = 0xFFFFFFFF; /*FIXME:
> Tidy up later */
> + *pCaps->ZCm*pCaps = D3DPCM*pCaps_ALWAYS |
> + D3DPCM*pCaps_EQUAL |
> + D3DPCM*pCaps_GREATER |
> + D3DPCM*pCaps_GREATEREQUAL |
> + D3DPCM*pCaps_LESS |
> + D3DPCM*pCaps_LESSEQUAL |
> + D3DPCM*pCaps_NEVER |
> + D3DPCM*pCaps_NOTEQUAL;
> +
> + *pCaps->SrcBlendCaps = 0xFFFFFFFF; /*FIXME:
> Tidy up later */
> + *pCaps->DestBlendCaps = 0xFFFFFFFF; /*FIXME:
> Tidy up later */
> + *pCaps->AlphaCm*pCaps = 0xFFFFFFFF; /*FIXME:
> Tidy up later */
>
> - pCaps->ShadeCaps =
> D3DPSHADECAPS_SPECULARGOURAUDRGB |
> + *pCaps->ShadeCaps =
> D3DPSHADECAPS_SPECULARGOURAUDRGB |
>
> D3DPSHADECAPS_COLORGOURAUDRGB;
>
> - pCaps->TextureCaps = D3DPTEXTURECAPS_ALPHA
> |
> + *pCaps->TextureCaps = D3DPTEXTURECAPS_ALPHA
> |
>
> D3DPTEXTURECAPS_ALPHAPALETTE |
> D3DPTEXTURECAPS_POW2
> |
> D3DPTEXTURECAPS_VOLUMEMAP
> |
> @@ -1278,108 +1277,108 @@
>
> D3DPTEXTURECAPS_PROJECTED;
>
> if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
> - pCaps->TextureCaps |= D3DPTEXTURECAPS_CUBEMAP
> |
> + *pCaps->TextureCaps |=
> D3DPTEXTURECAPS_CUBEMAP |
> D3DPTEXTURECAPS_MIPCUBEMAP |
>
> D3DPTEXTURECAPS_CUBEMAP_POW2;
> }
>
> - pCaps->TextureFilterCaps =
> D3DPTFILTERCAPS_MAGFLINEAR |
> + *pCaps->TextureFilterCaps =
> D3DPTFILTERCAPS_MAGFLINEAR |
>
> D3DPTFILTERCAPS_MAGFPOINT |
>
> D3DPTFILTERCAPS_MINFLINEAR |
>
> D3DPTFILTERCAPS_MINFPOINT |
>
> D3DPTFILTERCAPS_MIPFLINEAR |
>
> D3DPTFILTERCAPS_MIPFPOINT;
>
> - pCaps->CubeTextureFilterCaps = 0;
> - pCaps->VolumeTextureFilterCaps = 0;
> + *pCaps->CubeTextureFilterCaps = 0;
> + *pCaps->VolumeTextureFilterCaps = 0;
>
> - pCaps->TextureAddressCaps =
> D3DPTADDRESSCAPS_BORDER |
> + *pCaps->TextureAddressCaps =
> D3DPTADDRESSCAPS_BORDER |
>
> D3DPTADDRESSCAPS_CLAMP |
>
> D3DPTADDRESSCAPS_WRAP;
>
> if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
> - pCaps->TextureAddressCaps |=
> D3DPTADDRESSCAPS_BORDER;
> + *pCaps->TextureAddressCaps |=
> D3DPTADDRESSCAPS_BORDER;
> }
> if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
> - pCaps->TextureAddressCaps |=
> D3DPTADDRESSCAPS_MIRROR;
> + *pCaps->TextureAddressCaps |=
> D3DPTADDRESSCAPS_MIRROR;
> }
> if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
> - pCaps->TextureAddressCaps |=
> D3DPTADDRESSCAPS_MIRRORONCE;
> + *pCaps->TextureAddressCaps |=
> D3DPTADDRESSCAPS_MIRRORONCE;
> }
>
> - pCaps->VolumeTextureAddressCaps = 0;
> + *pCaps->VolumeTextureAddressCaps = 0;
>
> - pCaps->LineCaps = D3DLINECAPS_TEXTURE |
> + *pCaps->LineCaps = D3DLINECAPS_TEXTURE |
> D3DLINECAPS_ZTEST;
> /* FIXME: Add
> D3DLINECAPS_BLEND
> D3DLINECAPS_ALPHACMP
> D3DLINECAPS_FOG */
>
> - pCaps->MaxTextureWidth = gl_tex_size;
> - pCaps->MaxTextureHeight = gl_tex_size;
> + *pCaps->MaxTextureWidth = gl_tex_size;
> + *pCaps->MaxTextureHeight = gl_tex_size;
>
> - pCaps->MaxVolumeExtent = 0;
> + *pCaps->MaxVolumeExtent = 0;
>
> - pCaps->MaxTextureRepeat = 32768;
> - pCaps->MaxTextureAspectRatio = 32768;
> - pCaps->MaxVertexW = 1.0;
> + *pCaps->MaxTextureRepeat = 32768;
> + *pCaps->MaxTextureAspectRatio = 32768;
> + *pCaps->MaxVertexW = 1.0;
>
> - pCaps->GuardBandLeft = 0;
> - pCaps->GuardBandTop = 0;
> - pCaps->GuardBandRight = 0;
> - pCaps->GuardBandBottom = 0;
> + *pCaps->GuardBandLeft = 0;
> + *pCaps->GuardBandTop = 0;
> + *pCaps->GuardBandRight = 0;
> + *pCaps->GuardBandBottom = 0;
>
> - pCaps->ExtentsAdjust = 0;
> + *pCaps->ExtentsAdjust = 0;
>
> - pCaps->StencilCaps = D3DSTENCILCAPS_DECRSAT |
> + *pCaps->StencilCaps = D3DSTENCILCAPS_DECRSAT |
> D3DSTENCILCAPS_INCRSAT |
> D3DSTENCILCAPS_INVERT |
> D3DSTENCILCAPS_KEEP |
> D3DSTENCILCAPS_REPLACE |
> D3DSTENCILCAPS_ZERO;
> if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
> - pCaps->StencilCaps |= D3DSTENCILCAPS_DECR
> |
> + *pCaps->StencilCaps |= D3DSTENCILCAPS_DECR
> |
> D3DSTENCILCAPS_INCR;
> }
>
> - pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x0008; /*
> 8 texture coords */
> + *pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x0008; /*
> 8 texture coords */
>
> - pCaps->TextureOpCaps = D3DTEXOPCAPS_ADD
> |
> - D3DTEXOPCAPS_ADDSIGNED
> |
> -
> D3DTEXOPCAPS_ADDSIGNED2X |
> - D3DTEXOPCAPS_MODULATE
> |
> - D3DTEXOPCAPS_MODULATE2X
> |
> - D3DTEXOPCAPS_MODULATE4X
> |
> - D3DTEXOPCAPS_SELECTARG1
> |
> - D3DTEXOPCAPS_SELECTARG2
> |
> - D3DTEXOPCAPS_DISABLE;
> + *pCaps->TextureO*pCaps = D3DTEXO*pCaps_ADD
> |
> + D3DTEXO*pCaps_ADDSIGNED
> |
> +
> D3DTEXO*pCaps_ADDSIGNED2X |
> + D3DTEXO*pCaps_MODULATE
> |
> +
> D3DTEXO*pCaps_MODULATE2X |
> +
> D3DTEXO*pCaps_MODULATE4X |
> +
> D3DTEXO*pCaps_SELECTARG1 |
> +
> D3DTEXO*pCaps_SELECTARG2 |
> + D3DTEXO*pCaps_DISABLE;
> #if defined(GL_VERSION_1_3)
> - pCaps->TextureOpCaps |=
> D3DTEXOPCAPS_DOTPRODUCT3 |
> - D3DTEXOPCAPS_SUBTRACT;
> + *pCaps->TextureO*pCaps |=
> D3DTEXO*pCaps_DOTPRODUCT3 |
> + D3DTEXO*pCaps_SUBTRACT;
> #endif
> if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
> GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
> GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
> - pCaps->TextureOpCaps |=
> D3DTEXOPCAPS_BLENDDIFFUSEALPHA |
> -
> D3DTEXOPCAPS_BLENDTEXTUREALPHA |
> - D3DTEXOPCAPS_BLENDFACTORALPHA |
> - D3DTEXOPCAPS_BLENDCURRENTALPHA |
> - D3DTEXOPCAPS_LERP;
> + *pCaps->TextureO*pCaps |=
> D3DTEXO*pCaps_BLENDDIFFUSEALPHA |
> +
> D3DTEXO*pCaps_BLENDTEXTUREALPHA |
> + D3DTEXO*pCaps_BLENDFACTORALPHA |
> + D3DTEXO*pCaps_BLENDCURRENTALPHA |
> + D3DTEXO*pCaps_LERP;
> }
> if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
> - pCaps->TextureOpCaps |=
> D3DTEXOPCAPS_ADDSMOOTH |
> - D3DTEXOPCAPS_MULTIPLYADD |
> - D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
> - D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
> -
> D3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
> + *pCaps->TextureO*pCaps |=
> D3DTEXO*pCaps_ADDSMOOTH |
> + D3DTEXO*pCaps_MULTIPLYADD |
> + D3DTEXO*pCaps_MODULATEALPHA_ADDCOLOR |
> + D3DTEXO*pCaps_MODULATECOLOR_ADDALPHA |
> +
> D3DTEXO*pCaps_BLENDTEXTUREALPHAPM;
> }
>
> #if 0
> - pCaps->TextureOpCaps |=
> D3DTEXOPCAPS_BUMPENVMAP;
> + *pCaps->TextureO*pCaps |=
> D3DTEXO*pCaps_BUMPENVMAP;
> /* FIXME: Add
> - D3DTEXOPCAPS_BUMPENVMAPLUMINANCE
> - D3DTEXOPCAPS_PREMODULATE */
> + D3DTEXO*pCaps_BUMPENVMAPLUMINANCE
> + D3DTEXO*pCaps_PREMODULATE */
> #endif
>
> if (gotContext) {
> @@ -1391,70 +1390,70 @@
> glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB,
> &gl_max);
> #endif
> TRACE_(d3d_caps)("GLCaps:
> GL_MAX_TEXTURE_UNITS_ARB=%d\n", gl_max);
> - pCaps->MaxTextureBlendStages = min(8,
> gl_max);
> - pCaps->MaxSimultaneousTextures = min(8,
> gl_max);
> + *pCaps->MaxTextureBlendStages = min(8,
> gl_max);
> + *pCaps->MaxSimultaneousTextures = min(8,
> gl_max);
>
> glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
> - pCaps->MaxUserClipPlanes =
> min(D3DMAXUSERCLIPPLANES, gl_max);
> - TRACE_(d3d_caps)("GLCaps:
> GL_MAX_CLIP_PLANES=%ld\n",
> pCaps->MaxUserClipPlanes);
> + *pCaps->MaxUserClipPlanes =
> min(D3DMAXUSERCLIPPLANES, gl_max);
> + TRACE_(d3d_caps)("GLCaps:
> GL_MAX_CLIP_PLANES=%ld\n",
> *pCaps->MaxUserClipPlanes);
>
> glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
> - pCaps->MaxActiveLights = gl_max;
> - TRACE_(d3d_caps)("GLCaps:
> GL_MAX_LIGHTS=%ld\n", pCaps->MaxActiveLights);
> + *pCaps->MaxActiveLights = gl_max;
> + TRACE_(d3d_caps)("GLCaps:
> GL_MAX_LIGHTS=%ld\n", *pCaps->MaxActiveLights);
>
> if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
> glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB,
> &gl_max);
> - pCaps->MaxVertexBlendMatrices = gl_max;
> - pCaps->MaxVertexBlendMatrixIndex = 1;
> + *pCaps->MaxVertexBlendMatrices = gl_max;
> + *pCaps->MaxVertexBlendMatrixIndex = 1;
> } else {
> - pCaps->MaxVertexBlendMatrices = 0;
> - pCaps->MaxVertexBlendMatrixIndex = 1;
> + *pCaps->MaxVertexBlendMatrices = 0;
> + *pCaps->MaxVertexBlendMatrixIndex = 1;
> }
>
> if
> (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
>
> glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
> &gl_max);
> - pCaps->MaxAnisotropy = gl_max;
> + *pCaps->MaxAnisotropy = gl_max;
> } else {
> - pCaps->MaxAnisotropy = 0;
> + *pCaps->MaxAnisotropy = 0;
> }
>
> glGetFloatv(GL_POINT_SIZE_RANGE,
> &gl_float);
> - pCaps->MaxPointSize = gl_float;
> + *pCaps->MaxPointSize = gl_float;
> }
>
> - pCaps->VertexProcessingCaps =
> D3DVTXPCAPS_DIRECTIONALLIGHTS |
> -
> D3DVTXPCAPS_MATERIALSOURCE7 |
> -
> D3DVTXPCAPS_POSITIONALLIGHTS |
> -
> D3DVTXPCAPS_LOCALVIEWER |
> -
> D3DVTXPCAPS_TEXGEN;
> + *pCaps->VertexProcessingCaps =
> D3DVTX*pCaps_DIRECTIONALLIGHTS |
> +
> D3DVTX*pCaps_MATERIALSOURCE7 |
> +
> D3DVTX*pCaps_POSITIONALLIGHTS |
> +
> D3DVTX*pCaps_LOCALVIEWER |
> +
> D3DVTX*pCaps_TEXGEN;
> /* FIXME: Add
> -
> D3DVTXPCAPS_TWEENING */
> +
> D3DVTX*pCaps_TWEENING */
>
> - pCaps->MaxPrimitiveCount = 0xFFFFFFFF;
> - pCaps->MaxVertexIndex = 0xFFFFFFFF;
> - pCaps->MaxStreams = MAX_STREAMS;
> - pCaps->MaxStreamStride = 1024;
> + *pCaps->MaxPrimitiveCount = 0xFFFFFFFF;
> + *pCaps->MaxVertexIndex = 0xFFFFFFFF;
> + *pCaps->MaxStreams = MAX_STREAMS;
> + *pCaps->MaxStreamStride = 1024;
>
> if (((vs_mode == VS_HW) &&
> GL_SUPPORT(ARB_VERTEX_PROGRAM)) || (vs_mode ==
> VS_SW) || (DeviceType == D3DDEVTYPE_REF)) {
> - pCaps->VertexShaderVersion =
> D3DVS_VERSION(1,1);
> + *pCaps->VertexShaderVersion =
> D3DVS_VERSION(1,1);
>
> if (This->gl_info.gl_vendor == VENDOR_MESA ||
>
> This->gl_info.gl_vendor == VENDOR_WINE) {
> - pCaps->MaxVertexShaderConst = 95;
> + *pCaps->MaxVertexShaderConst = 95;
> } else {
> - pCaps->MaxVertexShaderConst =
> WINED3D_VSHADER_MAX_CONSTANTS;
> + *pCaps->MaxVertexShaderConst =
> WINED3D_VSHADER_MAX_CONSTANTS;
> }
> } else {
> - pCaps->VertexShaderVersion = 0;
> - pCaps->MaxVertexShaderConst = 0;
> + *pCaps->VertexShaderVersion = 0;
> + *pCaps->MaxVertexShaderConst = 0;
> }
>
> if ((ps_mode == PS_HW) &&
> GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && (DeviceType !=
> D3DDEVTYPE_REF)) {
> - pCaps->PixelShaderVersion =
> D3DPS_VERSION(1,4);
> - pCaps->PixelShader1xMaxValue = 1.0;
> + *pCaps->PixelShaderVersion =
> D3DPS_VERSION(1,4);
> + *pCaps->PixelShader1xMaxValue = 1.0;
> } else {
> - pCaps->PixelShaderVersion = 0;
> - pCaps->PixelShader1xMaxValue = 0.0;
> + *pCaps->PixelShaderVersion = 0;
> + *pCaps->PixelShader1xMaxValue = 0.0;
> }
>
> /*
> ------------------------------------------------
> @@ -1462,21 +1461,21 @@
>
> ------------------------------------------------ */
> if (This->dxVersion > 8) {
> FIXME("Caps support for directx9 is
> nonexistent at the moment!\n");
> - pCaps->DevCaps2 = 0;
> - pCaps->MaxNpatchTessellationLevel = 0;
> - pCaps->MasterAdapterOrdinal = 0;
> - pCaps->AdapterOrdinalInGroup = 0;
> - pCaps->NumberOfAdaptersInGroup = 1;
> - pCaps->DeclTypes = 0;
> - pCaps->NumSimultaneousRTs = 0;
> - pCaps->StretchRectFilterCaps = 0;
> - pCaps->VS20Caps.Caps = 0;
> - pCaps->PS20Caps.Caps = 0;
> - pCaps->VertexTextureFilterCaps = 0;
> - pCaps->MaxVShaderInstructionsExecuted = 0;
> - pCaps->MaxPShaderInstructionsExecuted = 0;
> - pCaps->MaxVertexShader30InstructionSlots =
> 0;
> - pCaps->MaxPixelShader30InstructionSlots =
> 0;
> + *pCaps->DevCaps2 = 0;
> + *pCaps->MaxNpatchTessellationLevel = 0;
> + *pCaps->MasterAdapterOrdinal = 0;
> + *pCaps->AdapterOrdinalInGroup = 0;
> + *pCaps->NumberOfAdaptersInGroup = 1;
> + *pCaps->DeclTypes = 0;
> + *pCaps->NumSimultaneousRTs = 0;
> + *pCaps->StretchRectFilterCaps = 0;
> + *pCaps->VS20Caps.Caps = 0;
> + *pCaps->PS20Caps.Caps = 0;
> + *pCaps->VertexTextureFilterCaps = 0;
> + *pCaps->MaxVShaderInstructionsExecuted = 0;
> + *pCaps->MaxPShaderInstructionsExecuted = 0;
> + *pCaps->MaxVertexShader30InstructionSlots =
> 0;
> + *pCaps->MaxPixelShader30InstructionSlots =
> 0;
> }
>
> /* If we created a dummy context, throw it away
> */
>
___________________________________________________________
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