diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index a5c7b973161..a6f190c4d0a 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -2205,9 +2205,9 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte WINED3DPTFILTERCAPS_MAGFLINEAR; caps->VertexTextureFilterCaps = 0; - adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps); - adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps); - adapter->vertex_pipe->vp_get_caps(&adapter->gl_info, &vertex_caps); + adapter->shader_backend->shader_get_caps(gl_info, &shader_caps); + adapter->fragment_pipe->get_caps(gl_info, &fragment_caps); + adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps); /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */ caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps; @@ -2243,19 +2243,19 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte caps->VS20Caps.caps = WINED3DVS20CAPS_PREDICATION; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */ caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; - caps->VS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_vs_temps); + caps->VS20Caps.temp_count = max(32, gl_info->limits.arb_vs_temps); /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */ caps->VS20Caps.static_flow_control_depth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH; caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */ - caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions); + caps->MaxVertexShader30InstructionSlots = max(512, gl_info->limits.arb_vs_instructions); caps->VertexTextureFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MAGFPOINT; } else if (caps->VertexShaderVersion == 2) { caps->VS20Caps.caps = 0; caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH; - caps->VS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_vs_temps); + caps->VS20Caps.temp_count = max(12, gl_info->limits.arb_vs_temps); caps->VS20Caps.static_flow_control_depth = 1; caps->MaxVShaderInstructionsExecuted = 65535; @@ -2289,7 +2289,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */ caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; - caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps); + caps->PS20Caps.temp_count = max(32, gl_info->limits.arb_ps_temps); /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */ caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */ @@ -2297,14 +2297,14 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte caps->MaxPShaderInstructionsExecuted = 65535; caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, - adapter->gl_info.limits.arb_ps_instructions); + gl_info->limits.arb_ps_instructions); } else if(caps->PixelShaderVersion == 2) { /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */ caps->PS20Caps.caps = 0; caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */ - caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps); + caps->PS20Caps.temp_count = max(12, gl_info->limits.arb_ps_temps); caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */ /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */ caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;