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d3d8: Merge fixup_caps() into d3dcaps_from_wined3dcaps().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -42,7 +42,6 @@
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#define VS_HIGHESTFIXEDFXF 0xF0000000
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void d3dcaps_from_wined3dcaps(D3DCAPS8 *caps, const WINED3DCAPS *wined3d_caps) DECLSPEC_HIDDEN;
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void fixup_caps(WINED3DCAPS *pWineCaps) DECLSPEC_HIDDEN;
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struct d3d8
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{
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@ -282,6 +282,19 @@ void d3dcaps_from_wined3dcaps(D3DCAPS8 *caps, const WINED3DCAPS *wined3d_caps)
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caps->MaxVertexShaderConst = wined3d_caps->MaxVertexShaderConst;
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caps->PixelShaderVersion = wined3d_caps->PixelShaderVersion;
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caps->MaxPixelShaderValue = wined3d_caps->PixelShader1xMaxValue;
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/* D3D8 doesn't support SM 2.0 or higher, so clamp to 1.x */
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if (caps->PixelShaderVersion)
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caps->PixelShaderVersion = D3DPS_VERSION(1, 4);
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else
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caps->PixelShaderVersion = D3DPS_VERSION(0, 0);
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if (caps->VertexShaderVersion)
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caps->VertexShaderVersion = D3DVS_VERSION(1, 1);
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else
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caps->VertexShaderVersion = D3DVS_VERSION(0, 0);
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caps->MaxVertexShaderConst = min(D3D8_MAX_VERTEX_SHADER_CONSTANTF, caps->MaxVertexShaderConst);
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caps->StencilCaps &= ~WINED3DSTENCILCAPS_TWOSIDED;
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}
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/* Handle table functions */
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@ -527,7 +540,6 @@ static HRESULT WINAPI d3d8_device_GetDeviceCaps(IDirect3DDevice8 *iface, D3DCAPS
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hr = wined3d_device_get_device_caps(device->wined3d_device, &wined3d_caps);
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wined3d_mutex_unlock();
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fixup_caps(&wined3d_caps);
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d3dcaps_from_wined3dcaps(caps, &wined3d_caps);
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return hr;
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@ -315,22 +315,6 @@ static HRESULT WINAPI d3d8_CheckDepthStencilMatch(IDirect3D8 *iface, UINT adapte
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return hr;
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}
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void fixup_caps(WINED3DCAPS *caps)
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{
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/* D3D8 doesn't support SM 2.0 or higher, so clamp to 1.x */
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if (caps->PixelShaderVersion)
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caps->PixelShaderVersion = D3DPS_VERSION(1,4);
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else
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caps->PixelShaderVersion = D3DPS_VERSION(0,0);
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if (caps->VertexShaderVersion)
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caps->VertexShaderVersion = D3DVS_VERSION(1,1);
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else
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caps->VertexShaderVersion = D3DVS_VERSION(0,0);
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caps->MaxVertexShaderConst = min(D3D8_MAX_VERTEX_SHADER_CONSTANTF, caps->MaxVertexShaderConst);
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caps->StencilCaps &= ~WINED3DSTENCILCAPS_TWOSIDED;
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}
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static HRESULT WINAPI d3d8_GetDeviceCaps(IDirect3D8 *iface, UINT adapter, D3DDEVTYPE device_type, D3DCAPS8 *caps)
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{
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struct d3d8 *d3d8 = impl_from_IDirect3D8(iface);
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@ -346,7 +330,6 @@ static HRESULT WINAPI d3d8_GetDeviceCaps(IDirect3D8 *iface, UINT adapter, D3DDEV
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hr = wined3d_get_device_caps(d3d8->wined3d, adapter, device_type, &wined3d_caps);
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wined3d_mutex_unlock();
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fixup_caps(&wined3d_caps);
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d3dcaps_from_wined3dcaps(caps, &wined3d_caps);
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return hr;
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