wined3d: Get rid of any remaining d3d9 stuff in directx.c.

oldstable
H. Verbeet 2007-02-15 22:37:01 +01:00 committed by Alexandre Julliard
parent bd5488cda9
commit dc5b08cc76
3 changed files with 25 additions and 8 deletions

View File

@ -1164,7 +1164,7 @@ static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapte
if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
pMode->Width = DevModeW.dmPelsWidth;
pMode->Height = DevModeW.dmPelsHeight;
pMode->RefreshRate = D3DADAPTER_DEFAULT;
pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
pMode->RefreshRate = DevModeW.dmDisplayFrequency;
@ -1195,7 +1195,7 @@ static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapte
if (Mode > 0) return WINED3DERR_INVALIDCALL;
pMode->Width = 800;
pMode->Height = 600;
pMode->RefreshRate = D3DADAPTER_DEFAULT;
pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
#endif
TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
@ -1226,7 +1226,7 @@ static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT A
pMode->Width = DevModeW.dmPelsWidth;
pMode->Height = DevModeW.dmPelsHeight;
bpp = DevModeW.dmBitsPerPel;
pMode->RefreshRate = D3DADAPTER_DEFAULT;
pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
{
pMode->RefreshRate = DevModeW.dmDisplayFrequency;
@ -1319,7 +1319,7 @@ static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Ad
}
/*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
if (Flags & D3DENUM_NO_WHQL_LEVEL) {
if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
*(pIdentifier->WHQLLevel) = 0;
} else {
*(pIdentifier->WHQLLevel) = 1;
@ -1859,7 +1859,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
WINED3DCAPS2_FULLSCREENGAMMA;
*pCaps->Caps3 = 0;
*pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_IMMEDIATE;
*pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE;
*pCaps->CursorCaps = 0;
@ -2135,7 +2135,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
}
*pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
*pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
*pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
WINED3DTEXOPCAPS_ADDSIGNED |
@ -2266,7 +2266,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
------------------------------------------------ */
if (This->dxVersion > 8) {
/* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
*pCaps->DevCaps2 = D3DDEVCAPS2_STREAMOFFSET;
*pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
/* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
*pCaps->MaxNpatchTessellationLevel = 0;
*pCaps->MasterAdapterOrdinal = 0;
@ -2341,7 +2341,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
*pCaps->MaxPShaderInstructionsExecuted = 65535;
*pCaps->MaxPixelShader30InstructionSlots = max(D3DMIN30SHADERINSTRUCTIONS, This->gl_info.ps_arb_max_instructions);
*pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, This->gl_info.ps_arb_max_instructions);
} else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
/* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
*pCaps->PS20Caps.Caps = 0;

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@ -19,6 +19,14 @@
#ifndef __WINE_WINED3D_CAPS_H
#define __WINE_WINED3D_CAPS_H
#define WINED3DDEVCAPS2_STREAMOFFSET 0x00000001
#define WINED3DDEVCAPS2_DMAPNPATCH 0x00000002
#define WINED3DDEVCAPS2_ADAPTIVETESSRTPATCH 0x00000004
#define WINED3DDEVCAPS2_ADAPTIVETESSNPATCH 0x00000008
#define WINED3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES 0x00000010
#define WINED3DDEVCAPS2_PRESAMPLEDDMAPNPATCH 0x00000020
#define WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET 0x00000040
#define WINED3DDTCAPS_UBYTE4 0x00000001
#define WINED3DDTCAPS_UBYTE4N 0x00000002
#define WINED3DDTCAPS_SHORT2N 0x00000004
@ -30,12 +38,19 @@
#define WINED3DDTCAPS_FLOAT16_2 0x00000100
#define WINED3DDTCAPS_FLOAT16_4 0x00000200
#define WINED3DFVFCAPS_TEXCOORDCOUNTMASK 0x0000FFFF
#define WINED3DFVFCAPS_DONOTSTRIPELEMENTS 0x00080000
#define WINED3DFVFCAPS_PSIZE 0x00100000
#define WINED3DLINECAPS_TEXTURE 0x00000001
#define WINED3DLINECAPS_ZTEST 0x00000002
#define WINED3DLINECAPS_BLEND 0x00000004
#define WINED3DLINECAPS_ALPHACMP 0x00000008
#define WINED3DLINECAPS_FOG 0x00000010
#define WINED3DMAX30SHADERINSTRUCTIONS 32768
#define WINED3DMIN30SHADERINSTRUCTIONS 512
#define WINED3DPBLENDCAPS_ZERO 0x00000001
#define WINED3DPBLENDCAPS_ONE 0x00000002
#define WINED3DPBLENDCAPS_SRCCOLOR 0x00000004

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@ -621,6 +621,8 @@ typedef enum _WINED3DBACKBUFFER_TYPE {
WINED3DBACKBUFFER_TYPE_FORCE_DWORD = 0x7fffffff
} WINED3DBACKBUFFER_TYPE;
#define WINED3DADAPTER_DEFAULT 0
#define WINED3DENUM_NO_WHQL_LEVEL 2
#define WINED3DPRESENT_BACK_BUFFER_MAX 3
typedef enum _WINED3DSWAPEFFECT {