[PATCH 06/10] d3d9: Get rid of WINECAPSTOD3D9CAPS() macro.

Józef Kucia jkucia at codeweavers.com
Tue Feb 21 06:24:43 CST 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d9/d3d9_private.h | 78 +---------------------------------------------
 dlls/d3d9/device.c       | 81 +++++++++++++++++++++++++++++++++++++++++++++++-
 dlls/d3d9/directx.c      |  2 +-
 3 files changed, 82 insertions(+), 79 deletions(-)

diff --git a/dlls/d3d9/d3d9_private.h b/dlls/d3d9/d3d9_private.h
index 88c3cfa..4407c2f 100644
--- a/dlls/d3d9/d3d9_private.h
+++ b/dlls/d3d9/d3d9_private.h
@@ -47,83 +47,7 @@ BOOL is_gdi_compat_wined3dformat(enum wined3d_format_id format) DECLSPEC_HIDDEN;
 enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_HIDDEN;
 void present_parameters_from_wined3d_swapchain_desc(D3DPRESENT_PARAMETERS *present_parameters,
         const struct wined3d_swapchain_desc *swapchain_desc) DECLSPEC_HIDDEN;
-
-#define WINECAPSTOD3D9CAPS(_pD3D9Caps, _pWineCaps) \
-    _pD3D9Caps->DeviceType                        = (D3DDEVTYPE) (_pWineCaps)->DeviceType; \
-    _pD3D9Caps->AdapterOrdinal                    = (_pWineCaps)->AdapterOrdinal; \
-    _pD3D9Caps->Caps                              = (_pWineCaps)->Caps; \
-    _pD3D9Caps->Caps2                             = (_pWineCaps)->Caps2; \
-    _pD3D9Caps->Caps3                             = (_pWineCaps)->Caps3; \
-    _pD3D9Caps->PresentationIntervals             = (_pWineCaps)->PresentationIntervals; \
-    _pD3D9Caps->CursorCaps                        = (_pWineCaps)->CursorCaps; \
-    _pD3D9Caps->DevCaps                           = (_pWineCaps)->DevCaps; \
-    _pD3D9Caps->PrimitiveMiscCaps                 = (_pWineCaps)->PrimitiveMiscCaps; \
-    _pD3D9Caps->RasterCaps                        = (_pWineCaps)->RasterCaps; \
-    _pD3D9Caps->ZCmpCaps                          = (_pWineCaps)->ZCmpCaps; \
-    _pD3D9Caps->SrcBlendCaps                      = (_pWineCaps)->SrcBlendCaps; \
-    _pD3D9Caps->DestBlendCaps                     = (_pWineCaps)->DestBlendCaps; \
-    _pD3D9Caps->AlphaCmpCaps                      = (_pWineCaps)->AlphaCmpCaps; \
-    _pD3D9Caps->ShadeCaps                         = (_pWineCaps)->ShadeCaps; \
-    _pD3D9Caps->TextureCaps                       = (_pWineCaps)->TextureCaps; \
-    _pD3D9Caps->TextureFilterCaps                 = (_pWineCaps)->TextureFilterCaps; \
-    _pD3D9Caps->CubeTextureFilterCaps             = (_pWineCaps)->CubeTextureFilterCaps; \
-    _pD3D9Caps->VolumeTextureFilterCaps           = (_pWineCaps)->VolumeTextureFilterCaps; \
-    _pD3D9Caps->TextureAddressCaps                = (_pWineCaps)->TextureAddressCaps; \
-    _pD3D9Caps->VolumeTextureAddressCaps          = (_pWineCaps)->VolumeTextureAddressCaps; \
-    _pD3D9Caps->LineCaps                          = (_pWineCaps)->LineCaps; \
-    _pD3D9Caps->MaxTextureWidth                   = (_pWineCaps)->MaxTextureWidth; \
-    _pD3D9Caps->MaxTextureHeight                  = (_pWineCaps)->MaxTextureHeight; \
-    _pD3D9Caps->MaxVolumeExtent                   = (_pWineCaps)->MaxVolumeExtent; \
-    _pD3D9Caps->MaxTextureRepeat                  = (_pWineCaps)->MaxTextureRepeat; \
-    _pD3D9Caps->MaxTextureAspectRatio             = (_pWineCaps)->MaxTextureAspectRatio; \
-    _pD3D9Caps->MaxAnisotropy                     = (_pWineCaps)->MaxAnisotropy; \
-    _pD3D9Caps->MaxVertexW                        = (_pWineCaps)->MaxVertexW; \
-    _pD3D9Caps->GuardBandLeft                     = (_pWineCaps)->GuardBandLeft; \
-    _pD3D9Caps->GuardBandTop                      = (_pWineCaps)->GuardBandTop; \
-    _pD3D9Caps->GuardBandRight                    = (_pWineCaps)->GuardBandRight; \
-    _pD3D9Caps->GuardBandBottom                   = (_pWineCaps)->GuardBandBottom; \
-    _pD3D9Caps->ExtentsAdjust                     = (_pWineCaps)->ExtentsAdjust; \
-    _pD3D9Caps->StencilCaps                       = (_pWineCaps)->StencilCaps; \
-    _pD3D9Caps->FVFCaps                           = (_pWineCaps)->FVFCaps; \
-    _pD3D9Caps->TextureOpCaps                     = (_pWineCaps)->TextureOpCaps; \
-    _pD3D9Caps->MaxTextureBlendStages             = (_pWineCaps)->MaxTextureBlendStages; \
-    _pD3D9Caps->MaxSimultaneousTextures           = (_pWineCaps)->MaxSimultaneousTextures; \
-    _pD3D9Caps->VertexProcessingCaps              = (_pWineCaps)->VertexProcessingCaps; \
-    _pD3D9Caps->MaxActiveLights                   = (_pWineCaps)->MaxActiveLights; \
-    _pD3D9Caps->MaxUserClipPlanes                 = (_pWineCaps)->MaxUserClipPlanes; \
-    _pD3D9Caps->MaxVertexBlendMatrices            = (_pWineCaps)->MaxVertexBlendMatrices; \
-    _pD3D9Caps->MaxVertexBlendMatrixIndex         = (_pWineCaps)->MaxVertexBlendMatrixIndex; \
-    _pD3D9Caps->MaxPointSize                      = (_pWineCaps)->MaxPointSize; \
-    _pD3D9Caps->MaxPrimitiveCount                 = (_pWineCaps)->MaxPrimitiveCount; \
-    _pD3D9Caps->MaxVertexIndex                    = (_pWineCaps)->MaxVertexIndex; \
-    _pD3D9Caps->MaxStreams                        = (_pWineCaps)->MaxStreams; \
-    _pD3D9Caps->MaxStreamStride                   = (_pWineCaps)->MaxStreamStride; \
-    _pD3D9Caps->VertexShaderVersion               = (_pWineCaps)->VertexShaderVersion; \
-    _pD3D9Caps->MaxVertexShaderConst              = (_pWineCaps)->MaxVertexShaderConst; \
-    _pD3D9Caps->PixelShaderVersion                = (_pWineCaps)->PixelShaderVersion; \
-    _pD3D9Caps->PixelShader1xMaxValue             = (_pWineCaps)->PixelShader1xMaxValue; \
-    _pD3D9Caps->DevCaps2                          = (_pWineCaps)->DevCaps2; \
-    _pD3D9Caps->MaxNpatchTessellationLevel        = (_pWineCaps)->MaxNpatchTessellationLevel; \
-    _pD3D9Caps->MasterAdapterOrdinal              = (_pWineCaps)->MasterAdapterOrdinal; \
-    _pD3D9Caps->AdapterOrdinalInGroup             = (_pWineCaps)->AdapterOrdinalInGroup; \
-    _pD3D9Caps->NumberOfAdaptersInGroup           = (_pWineCaps)->NumberOfAdaptersInGroup; \
-    _pD3D9Caps->DeclTypes                         = (_pWineCaps)->DeclTypes; \
-    _pD3D9Caps->NumSimultaneousRTs                = (_pWineCaps)->NumSimultaneousRTs; \
-    _pD3D9Caps->StretchRectFilterCaps             = (_pWineCaps)->StretchRectFilterCaps; \
-    _pD3D9Caps->VS20Caps.Caps                     = (_pWineCaps)->VS20Caps.caps; \
-    _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.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; \
-    _pD3D9Caps->MaxVertexShader30InstructionSlots = (_pWineCaps)->MaxVertexShader30InstructionSlots; \
-    _pD3D9Caps->MaxPixelShader30InstructionSlots  = (_pWineCaps)->MaxPixelShader30InstructionSlots;
+void d3dcaps_from_wined3dcaps(D3DCAPS9 *caps, const WINED3DCAPS *wined3d_caps) DECLSPEC_HIDDEN;
 
 struct d3d9
 {
diff --git a/dlls/d3d9/device.c b/dlls/d3d9/device.c
index 7e56436..a1a9ea1 100644
--- a/dlls/d3d9/device.c
+++ b/dlls/d3d9/device.c
@@ -251,6 +251,85 @@ static BOOL wined3d_swapchain_desc_from_present_parameters(struct wined3d_swapch
     return TRUE;
 }
 
+void d3dcaps_from_wined3dcaps(D3DCAPS9 *caps, const WINED3DCAPS *wined3d_caps)
+{
+    caps->DeviceType                        = (D3DDEVTYPE)wined3d_caps->DeviceType;
+    caps->AdapterOrdinal                    = wined3d_caps->AdapterOrdinal;
+    caps->Caps                              = wined3d_caps->Caps;
+    caps->Caps2                             = wined3d_caps->Caps2;
+    caps->Caps3                             = wined3d_caps->Caps3;
+    caps->PresentationIntervals             = wined3d_caps->PresentationIntervals;
+    caps->CursorCaps                        = wined3d_caps->CursorCaps;
+    caps->DevCaps                           = wined3d_caps->DevCaps;
+    caps->PrimitiveMiscCaps                 = wined3d_caps->PrimitiveMiscCaps;
+    caps->RasterCaps                        = wined3d_caps->RasterCaps;
+    caps->ZCmpCaps                          = wined3d_caps->ZCmpCaps;
+    caps->SrcBlendCaps                      = wined3d_caps->SrcBlendCaps;
+    caps->DestBlendCaps                     = wined3d_caps->DestBlendCaps;
+    caps->AlphaCmpCaps                      = wined3d_caps->AlphaCmpCaps;
+    caps->ShadeCaps                         = wined3d_caps->ShadeCaps;
+    caps->TextureCaps                       = wined3d_caps->TextureCaps;
+    caps->TextureFilterCaps                 = wined3d_caps->TextureFilterCaps;
+    caps->CubeTextureFilterCaps             = wined3d_caps->CubeTextureFilterCaps;
+    caps->VolumeTextureFilterCaps           = wined3d_caps->VolumeTextureFilterCaps;
+    caps->TextureAddressCaps                = wined3d_caps->TextureAddressCaps;
+    caps->VolumeTextureAddressCaps          = wined3d_caps->VolumeTextureAddressCaps;
+    caps->LineCaps                          = wined3d_caps->LineCaps;
+    caps->MaxTextureWidth                   = wined3d_caps->MaxTextureWidth;
+    caps->MaxTextureHeight                  = wined3d_caps->MaxTextureHeight;
+    caps->MaxVolumeExtent                   = wined3d_caps->MaxVolumeExtent;
+    caps->MaxTextureRepeat                  = wined3d_caps->MaxTextureRepeat;
+    caps->MaxTextureAspectRatio             = wined3d_caps->MaxTextureAspectRatio;
+    caps->MaxAnisotropy                     = wined3d_caps->MaxAnisotropy;
+    caps->MaxVertexW                        = wined3d_caps->MaxVertexW;
+    caps->GuardBandLeft                     = wined3d_caps->GuardBandLeft;
+    caps->GuardBandTop                      = wined3d_caps->GuardBandTop;
+    caps->GuardBandRight                    = wined3d_caps->GuardBandRight;
+    caps->GuardBandBottom                   = wined3d_caps->GuardBandBottom;
+    caps->ExtentsAdjust                     = wined3d_caps->ExtentsAdjust;
+    caps->StencilCaps                       = wined3d_caps->StencilCaps;
+    caps->FVFCaps                           = wined3d_caps->FVFCaps;
+    caps->TextureOpCaps                     = wined3d_caps->TextureOpCaps;
+    caps->MaxTextureBlendStages             = wined3d_caps->MaxTextureBlendStages;
+    caps->MaxSimultaneousTextures           = wined3d_caps->MaxSimultaneousTextures;
+    caps->VertexProcessingCaps              = wined3d_caps->VertexProcessingCaps;
+    caps->MaxActiveLights                   = wined3d_caps->MaxActiveLights;
+    caps->MaxUserClipPlanes                 = wined3d_caps->MaxUserClipPlanes;
+    caps->MaxVertexBlendMatrices            = wined3d_caps->MaxVertexBlendMatrices;
+    caps->MaxVertexBlendMatrixIndex         = wined3d_caps->MaxVertexBlendMatrixIndex;
+    caps->MaxPointSize                      = wined3d_caps->MaxPointSize;
+    caps->MaxPrimitiveCount                 = wined3d_caps->MaxPrimitiveCount;
+    caps->MaxVertexIndex                    = wined3d_caps->MaxVertexIndex;
+    caps->MaxStreams                        = wined3d_caps->MaxStreams;
+    caps->MaxStreamStride                   = wined3d_caps->MaxStreamStride;
+    caps->VertexShaderVersion               = wined3d_caps->VertexShaderVersion;
+    caps->MaxVertexShaderConst              = wined3d_caps->MaxVertexShaderConst;
+    caps->PixelShaderVersion                = wined3d_caps->PixelShaderVersion;
+    caps->PixelShader1xMaxValue             = wined3d_caps->PixelShader1xMaxValue;
+    caps->DevCaps2                          = wined3d_caps->DevCaps2;
+    caps->MaxNpatchTessellationLevel        = wined3d_caps->MaxNpatchTessellationLevel;
+    caps->MasterAdapterOrdinal              = wined3d_caps->MasterAdapterOrdinal;
+    caps->AdapterOrdinalInGroup             = wined3d_caps->AdapterOrdinalInGroup;
+    caps->NumberOfAdaptersInGroup           = wined3d_caps->NumberOfAdaptersInGroup;
+    caps->DeclTypes                         = wined3d_caps->DeclTypes;
+    caps->NumSimultaneousRTs                = wined3d_caps->NumSimultaneousRTs;
+    caps->StretchRectFilterCaps             = wined3d_caps->StretchRectFilterCaps;
+    caps->VS20Caps.Caps                     = wined3d_caps->VS20Caps.caps;
+    caps->VS20Caps.DynamicFlowControlDepth  = wined3d_caps->VS20Caps.dynamic_flow_control_depth;
+    caps->VS20Caps.NumTemps                 = wined3d_caps->VS20Caps.temp_count;
+    caps->VS20Caps.StaticFlowControlDepth   = wined3d_caps->VS20Caps.static_flow_control_depth;
+    caps->PS20Caps.Caps                     = wined3d_caps->PS20Caps.caps;
+    caps->PS20Caps.DynamicFlowControlDepth  = wined3d_caps->PS20Caps.dynamic_flow_control_depth;
+    caps->PS20Caps.NumTemps                 = wined3d_caps->PS20Caps.temp_count;
+    caps->PS20Caps.StaticFlowControlDepth   = wined3d_caps->PS20Caps.static_flow_control_depth;
+    caps->PS20Caps.NumInstructionSlots      = wined3d_caps->PS20Caps.instruction_slot_count;
+    caps->VertexTextureFilterCaps           = wined3d_caps->VertexTextureFilterCaps;
+    caps->MaxVShaderInstructionsExecuted    = wined3d_caps->MaxVShaderInstructionsExecuted;
+    caps->MaxPShaderInstructionsExecuted    = wined3d_caps->MaxPShaderInstructionsExecuted;
+    caps->MaxVertexShader30InstructionSlots = wined3d_caps->MaxVertexShader30InstructionSlots;
+    caps->MaxPixelShader30InstructionSlots  = wined3d_caps->MaxPixelShader30InstructionSlots;
+}
+
 static HRESULT WINAPI d3d9_device_QueryInterface(IDirect3DDevice9Ex *iface, REFIID riid, void **out)
 {
     TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
@@ -420,7 +499,7 @@ static HRESULT WINAPI d3d9_device_GetDeviceCaps(IDirect3DDevice9Ex *iface, D3DCA
     hr = wined3d_device_get_device_caps(device->wined3d_device, &wined3d_caps);
     wined3d_mutex_unlock();
 
-    WINECAPSTOD3D9CAPS(caps, &wined3d_caps)
+    d3dcaps_from_wined3dcaps(caps, &wined3d_caps);
 
     /* Some functionality is implemented in d3d9.dll, not wined3d.dll. Add the needed caps */
     caps->DevCaps2 |= D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES;
diff --git a/dlls/d3d9/directx.c b/dlls/d3d9/directx.c
index 2e6db8a..4470bc2 100644
--- a/dlls/d3d9/directx.c
+++ b/dlls/d3d9/directx.c
@@ -440,7 +440,7 @@ static HRESULT WINAPI d3d9_GetDeviceCaps(IDirect3D9Ex *iface, UINT adapter, D3DD
     hr = wined3d_get_device_caps(d3d9->wined3d, adapter, device_type, &wined3d_caps);
     wined3d_mutex_unlock();
 
-    WINECAPSTOD3D9CAPS(caps, &wined3d_caps)
+    d3dcaps_from_wined3dcaps(caps, &wined3d_caps);
 
     /* Some functionality is implemented in d3d9.dll, not wined3d.dll. Add the needed caps */
     caps->DevCaps2 |= D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES;
-- 
2.10.2




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