wined3d: Remove the unused device type parameter from the shader backend's get_caps() function.

oldstable
Henri Verbeet 2010-02-03 18:18:00 +01:00 committed by Alexandre Julliard
parent 497386dc5c
commit 576ea95803
7 changed files with 8 additions and 12 deletions

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@ -4609,8 +4609,7 @@ static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
return TRUE;
}
static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info,
struct shader_caps *pCaps)
static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
{
DWORD vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
DWORD ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
@ -4618,7 +4617,7 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_
/* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
* then overwrite the shader specific ones
*/
none_shader_backend.shader_get_caps(devtype, gl_info, pCaps);
none_shader_backend.shader_get_caps(gl_info, pCaps);
if (gl_info->supported[ARB_VERTEX_PROGRAM])
{

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@ -7044,7 +7044,7 @@ HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
device->shader_backend = adapter->shader_backend;
memset(&shader_caps, 0, sizeof(shader_caps));
device->shader_backend->shader_get_caps(device_type, &adapter->gl_info, &shader_caps);
device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
device->vs_clipping = shader_caps.VSClipping;

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@ -4219,7 +4219,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
pCaps->VertexTextureFilterCaps = 0;
memset(&shader_caps, 0, sizeof(shader_caps));
adapter->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
memset(&fragment_caps, 0, sizeof(fragment_caps));
adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);

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@ -4843,8 +4843,7 @@ static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
return FALSE;
}
static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
{
/* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
* models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based

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@ -1387,8 +1387,7 @@ static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
static void shader_none_free(IWineD3DDevice *iface) {}
static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
static void shader_none_get_caps(WINED3DDEVTYPE devtype,
const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
static void shader_none_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
{
/* Set the shader caps to 0 for the none shader backend */
caps->VertexShaderVersion = 0;

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@ -5517,8 +5517,7 @@ static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
/* Context activation is done by the caller. */
static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype,
const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *pCaps)
{
pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
WINED3DTEXOPCAPS_ADDSIGNED |

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@ -720,7 +720,7 @@ typedef struct {
HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
void (*shader_free_private)(IWineD3DDevice *iface);
BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
} shader_backend_t;