mirror of
git://source.winehq.org/git/wine.git
synced 2024-09-02 22:43:38 +00:00
wined3d: Store the gl information in a per adapter structure and initialize it only once.
This commit is contained in:
parent
6089fe8667
commit
a460a2df43
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@ -104,7 +104,7 @@ void shader_arb_load_constants(
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
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IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
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WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)deviceImpl->wineD3D)->gl_info;
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WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
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if (useVertexShader) {
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IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
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@ -383,7 +383,7 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch
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IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
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WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(((IWineD3DDeviceImpl *)(This->baseShader.device))->wineD3D))->gl_info;
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WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
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SHADER_BUFFER* buffer = arg->buffer;
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DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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@ -1033,7 +1033,7 @@ static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info) {
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static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
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WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
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if (useVS) {
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TRACE("Using vertex shader\n");
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@ -1074,7 +1074,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
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static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
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WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
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static GLuint vprogram_id = 0;
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static GLuint fprogram_id = 0;
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@ -1089,7 +1089,7 @@ static void shader_arb_select_depth_blt(IWineD3DDevice *iface) {
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static void shader_arb_cleanup(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
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WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
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if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
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if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
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}
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@ -24,7 +24,7 @@
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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static const Wined3dTextureStateMap textureObjectSamplerStates[] = {
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{WINED3DSAMP_ADDRESSU, WINED3DSAMP_ADDRESSU},
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@ -27,7 +27,7 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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#define GLINFO_LOCATION This->adapter->gl_info
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/*****************************************************************************
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* Context_MarkStateDirty
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@ -24,7 +24,7 @@
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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static const GLenum cube_targets[6] = {
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GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
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@ -33,7 +33,7 @@
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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#define GLINFO_LOCATION This->adapter->gl_info
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/* Define the default light parameters as specified by MSDN */
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const WINED3DLIGHT WINED3D_default_light = {
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@ -1855,12 +1855,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
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/* Set up some starting GL setup */
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ENTER_GL();
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/*
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* Initialize openGL extension related variables
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* with Default values
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*/
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((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps(This->wineD3D, swapchain->context[0]->display);
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/* Setup all the devices defaults */
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IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
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#if 0
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@ -35,7 +35,6 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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#define GLINFO_LOCATION This->gl_info
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/**********************************************************
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* Utility functions follow
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@ -61,6 +60,10 @@ static inline Display *get_display( HDC hdc )
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return display;
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}
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/* Adapters */
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static int numAdapters = 0;
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static struct WineD3DAdapter Adapters[1];
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/* lookup tables */
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int minLookup[MAX_LOOKUPS];
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int maxLookup[MAX_LOOKUPS];
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@ -314,10 +317,8 @@ static void select_shader_max_constants(
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* IWineD3D parts follows
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**********************************************************/
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BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
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IWineD3DImpl *This = (IWineD3DImpl *)iface;
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WineD3D_GL_Info *gl_info = &This->gl_info;
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#define GLINFO_LOCATION (*gl_info)
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BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
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const char *GL_Extensions = NULL;
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const char *GLX_Extensions = NULL;
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const char *gl_string = NULL;
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@ -1072,6 +1073,7 @@ BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
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WineD3D_ReleaseFakeGLContext();
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return return_value;
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}
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#undef GLINFO_LOCATION
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/**********************************************************
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* IWineD3D implementation follows
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@ -1080,9 +1082,8 @@ BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
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static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
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IWineD3DImpl *This = (IWineD3DImpl *)iface;
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/* FIXME: Set to one for now to imply the display */
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TRACE_(d3d_caps)("(%p): Mostly stub, only returns primary display\n", This);
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return 1;
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TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
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return numAdapters;
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}
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static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
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@ -1093,14 +1094,13 @@ static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void
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static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
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IWineD3DImpl *This = (IWineD3DImpl *)iface;
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POINT pt = { -1, -1 };
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if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
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return NULL;
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}
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FIXME_(d3d_caps)("(%p): returning the primary monitor for adapter %d\n", This, Adapter);
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return MonitorFromPoint(pt, MONITOR_DEFAULTTOPRIMARY);
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TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
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return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
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}
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/* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
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@ -1115,6 +1115,7 @@ static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Ad
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return 0;
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}
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/* TODO: Store modes per adapter and read it from the adapter structure */
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if (Adapter == 0) { /* Display */
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int i = 0;
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int j = 0;
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@ -1170,6 +1171,7 @@ static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapte
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return WINED3DERR_INVALIDCALL;
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}
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/* TODO: Store modes per adapter and read it from the adapter structure */
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if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
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DEVMODEW DevModeW;
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int ModeIdx = 0;
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@ -1300,18 +1302,6 @@ static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT A
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return WINED3D_OK;
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}
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static Display * WINAPI IWineD3DImpl_GetAdapterDisplay(IWineD3D *iface, UINT Adapter) {
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Display *display;
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HDC device_context;
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/* only works with one adapter at the moment... */
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/* Get the display */
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device_context = GetDC(0);
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display = get_display(device_context);
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ReleaseDC(0, device_context);
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return display;
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}
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/* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
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and fields being inserted in the middle, a new structure is used in place */
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static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
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@ -1324,42 +1314,26 @@ static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Ad
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return WINED3DERR_INVALIDCALL;
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}
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if (Adapter == 0) { /* Display - only device supported for now */
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/* Return the information requested */
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TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
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strcpy(pIdentifier->Driver, "Display");
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strcpy(pIdentifier->Description, "Direct3D HAL");
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BOOL isGLInfoValid = This->isGLInfoValid;
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/* FillGLCaps updates gl_info, but we only want to store and
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reuse the values once we have a context which is valid. Values from
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a temporary context may differ from the final ones */
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if (!isGLInfoValid) {
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/* If we don't know the device settings, go query them now */
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isGLInfoValid = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
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}
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/* Return the information requested */
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TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
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strcpy(pIdentifier->Driver, "Display");
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strcpy(pIdentifier->Description, "Direct3D HAL");
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/* Note dx8 doesn't supply a DeviceName */
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if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
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/* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
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pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
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pIdentifier->DriverVersion->u.LowPart = This->gl_info.gl_driver_version;
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*(pIdentifier->VendorId) = This->gl_info.gl_vendor;
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*(pIdentifier->DeviceId) = This->gl_info.gl_card;
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*(pIdentifier->SubSysId) = 0;
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*(pIdentifier->Revision) = 0;
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/*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
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if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
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*(pIdentifier->WHQLLevel) = 0;
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} else {
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*(pIdentifier->WHQLLevel) = 1;
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}
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/* Note dx8 doesn't supply a DeviceName */
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if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
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/* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
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pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
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pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.gl_driver_version;
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*(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
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*(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
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*(pIdentifier->SubSysId) = 0;
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*(pIdentifier->Revision) = 0;
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/*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
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if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
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*(pIdentifier->WHQLLevel) = 0;
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} else {
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FIXME_(d3d_caps)("Adapter not primary display\n");
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*(pIdentifier->WHQLLevel) = 1;
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}
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return WINED3D_OK;
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@ -1512,6 +1486,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT
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return WINED3DERR_INVALIDCALL;
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}
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/* TODO: Store an array in the adapter */
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if(WineD3D_CreateFakeGLContext())
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cfgs = glXGetFBConfigs(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display), &nCfgs);
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@ -1559,6 +1534,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, U
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return WINED3DERR_INVALIDCALL;
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}
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/* TODO: Store in Adapter structure */
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if (pQualityLevels != NULL) {
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static int s_single_shot = 0;
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if (!s_single_shot) {
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@ -1594,6 +1570,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter
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return WINED3DERR_INVALIDCALL;
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}
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/* TODO: Store in adapter structure */
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if (WineD3D_CreateFakeGLContext()) {
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cfgs = glXGetFBConfigs(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display), &nCfgs);
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for (it = 0; it < nCfgs; ++it) {
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@ -1615,6 +1592,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter
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return hr;
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}
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#define GLINFO_LOCATION Adapters[Adapter].gl_info
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static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
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WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
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IWineD3DImpl *This = (IWineD3DImpl *)iface;
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@ -1923,21 +1901,11 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
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return WINED3DERR_INVALIDCALL;
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}
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/* FIXME: GL info should be per adapter */
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/* If we don't know the device settings, go query them now */
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if (!This->isGLInfoValid) {
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/* use the desktop window to fill gl caps */
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BOOL rc = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
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/* We are running off a real context, save the values */
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if (rc) This->isGLInfoValid = TRUE;
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}
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select_shader_mode(&This->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
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select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
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/* This function should *not* be modifying GL caps
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* TODO: move the functionality where it belongs */
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select_shader_max_constants(ps_selected_mode, vs_selected_mode, &This->gl_info);
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select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
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/* ------------------------------------------------
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The following fields apply to both d3d8 and d3d9
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@ -2312,7 +2280,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
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models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
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vs_nv_version which is based on NV_vertex_program. For Ati cards there's no easy way, so for
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now only support 2.0/3.0 detection on Nvidia GeforceFX cards and default to 3.0 for everything else */
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if(This->gl_info.vs_nv_version == VS_VERSION_20)
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if(GLINFO_LOCATION.vs_nv_version == VS_VERSION_20)
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*pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
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else
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*pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
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@ -2330,7 +2298,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
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if (ps_selected_mode == SHADER_GLSL) {
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/* See the comment about VS2.0/VS3.0 detection as we do the same here but then based on NV_fragment_program
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in case of GeforceFX cards. */
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if(This->gl_info.ps_nv_version == PS_VERSION_20)
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if(GLINFO_LOCATION.ps_nv_version == PS_VERSION_20)
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*pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
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else
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*pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
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@ -2391,15 +2359,15 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
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use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
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*pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
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*pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
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*pCaps->VS20Caps.NumTemps = max(32, This->gl_info.vs_arb_max_temps);
|
||||
*pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
|
||||
*pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
|
||||
|
||||
*pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
|
||||
*pCaps->MaxVertexShader30InstructionSlots = max(512, This->gl_info.vs_arb_max_instructions);
|
||||
*pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
|
||||
} else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
|
||||
*pCaps->VS20Caps.Caps = 0;
|
||||
*pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
|
||||
*pCaps->VS20Caps.NumTemps = max(12, This->gl_info.vs_arb_max_temps);
|
||||
*pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
|
||||
*pCaps->VS20Caps.StaticFlowControlDepth = 1;
|
||||
|
||||
*pCaps->MaxVShaderInstructionsExecuted = 65535;
|
||||
|
@ -2425,17 +2393,17 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
|
|||
WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
|
||||
WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
|
||||
*pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
|
||||
*pCaps->PS20Caps.NumTemps = max(32, This->gl_info.ps_arb_max_temps);
|
||||
*pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
|
||||
*pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
|
||||
*pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
|
||||
|
||||
*pCaps->MaxPShaderInstructionsExecuted = 65535;
|
||||
*pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, This->gl_info.ps_arb_max_instructions);
|
||||
*pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.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;
|
||||
*pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
|
||||
*pCaps->PS20Caps.NumTemps = max(12, This->gl_info.ps_arb_max_temps);
|
||||
*pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
|
||||
*pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minumum: 1 */
|
||||
*pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
|
||||
|
||||
|
@ -2505,6 +2473,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
|
|||
object->lpVtbl = &IWineD3DDevice_Vtbl;
|
||||
object->ref = 1;
|
||||
object->wineD3D = iface;
|
||||
object->adapter = &Adapters[Adapter];
|
||||
IWineD3D_AddRef(object->wineD3D);
|
||||
object->parent = parent;
|
||||
|
||||
|
@ -2538,12 +2507,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
|
|||
IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)object->updateStateBlock);
|
||||
/* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
|
||||
|
||||
/* Setup some defaults for creating the implicit swapchain */
|
||||
ENTER_GL();
|
||||
/* FIXME: GL info should be per adapter */
|
||||
IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
|
||||
LEAVE_GL();
|
||||
select_shader_mode(&This->gl_info, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
|
||||
select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
|
||||
if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
|
||||
object->shader_backend = &glsl_shader_backend;
|
||||
object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
|
||||
|
@ -2555,7 +2519,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
|
|||
|
||||
/* This function should *not* be modifying GL caps
|
||||
* TODO: move the functionality where it belongs */
|
||||
select_shader_max_constants(object->ps_selected_mode, object->vs_selected_mode, &This->gl_info);
|
||||
select_shader_max_constants(object->ps_selected_mode, object->vs_selected_mode, &GLINFO_LOCATION);
|
||||
|
||||
temp_result = allocate_shader_constants(object->updateStateBlock);
|
||||
if (WINED3D_OK != temp_result)
|
||||
|
@ -2602,6 +2566,7 @@ create_device_error:
|
|||
return WINED3DERR_INVALIDCALL;
|
||||
|
||||
}
|
||||
#undef GLINFO_LOCATION
|
||||
|
||||
static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
|
||||
IWineD3DImpl *This = (IWineD3DImpl *)iface;
|
||||
|
@ -2630,6 +2595,40 @@ ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
|
|||
return IUnknown_Release(volumeParent);
|
||||
}
|
||||
|
||||
BOOL InitAdapters(void) {
|
||||
HDC device_context;
|
||||
BOOL ret;
|
||||
|
||||
/* No need to hold any lock. The calling library makes sure only one thread calls
|
||||
* wined3d simultaneously
|
||||
*/
|
||||
if(numAdapters > 0) return TRUE;
|
||||
|
||||
TRACE("Initializing adapters\n");
|
||||
/* For now only one default adapter */
|
||||
{
|
||||
TRACE("Initializing default adapter\n");
|
||||
Adapters[0].monitorPoint.x = -1;
|
||||
Adapters[0].monitorPoint.y = -1;
|
||||
|
||||
device_context = GetDC(0);
|
||||
Adapters[0].display = get_display(device_context);
|
||||
ReleaseDC(0, device_context);
|
||||
|
||||
ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info, Adapters[0].display);
|
||||
if(ret != TRUE) {
|
||||
ERR("Failed to initialize gl caps for default adapter\n");
|
||||
HeapFree(GetProcessHeap(), 0, Adapters);
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
numAdapters = 1;
|
||||
TRACE("%d adapters successfully initialized\n", numAdapters);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
/**********************************************************
|
||||
* IWineD3D VTbl follows
|
||||
**********************************************************/
|
||||
|
|
|
@ -27,7 +27,7 @@
|
|||
#include "wined3d_private.h"
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d_draw);
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION This->adapter->gl_info
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
|
|
|
@ -287,7 +287,7 @@ void shader_glsl_load_constants(
|
|||
|
||||
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
|
||||
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
|
||||
WineD3D_GL_Info *gl_info = &((IWineD3DImpl*) deviceImpl->wineD3D)->gl_info;
|
||||
WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
|
||||
|
||||
GLhandleARB *constant_locations;
|
||||
struct list *constant_list;
|
||||
|
@ -583,7 +583,7 @@ static void shader_glsl_get_register_name(
|
|||
DWORD regtype = shader_get_regtype(param);
|
||||
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
|
||||
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
|
||||
WineD3D_GL_Info* gl_info = &((IWineD3DImpl*)deviceImpl->wineD3D)->gl_info;
|
||||
WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
|
||||
|
||||
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
|
||||
char tmpStr[50];
|
||||
|
@ -2099,7 +2099,7 @@ static struct glsl_shader_prog_link *get_glsl_program_entry(IWineD3DDeviceImpl *
|
|||
|
||||
void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
|
||||
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
glsl_program_key_t *key;
|
||||
|
||||
key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
|
||||
|
@ -2125,7 +2125,7 @@ void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_li
|
|||
*/
|
||||
static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
|
||||
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
|
||||
IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
|
||||
struct glsl_shader_prog_link *entry = NULL;
|
||||
|
@ -2250,7 +2250,7 @@ static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
|
|||
|
||||
static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
|
||||
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
GLhandleARB program_id = 0;
|
||||
|
||||
if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
|
||||
|
@ -2264,7 +2264,7 @@ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
|
|||
|
||||
static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
|
||||
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
static GLhandleARB program_id = 0;
|
||||
static GLhandleARB loc = -1;
|
||||
|
||||
|
@ -2279,7 +2279,7 @@ static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
|
|||
|
||||
static void shader_glsl_cleanup(IWineD3DDevice *iface) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
|
||||
WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
|
||||
GL_EXTCALL(glUseProgramObjectARB(0));
|
||||
}
|
||||
|
||||
|
|
|
@ -25,7 +25,7 @@
|
|||
#include "wined3d_private.h"
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
|
||||
|
||||
/* *******************************************
|
||||
IWineD3DIndexBuffer IUnknown parts follow
|
||||
|
|
|
@ -31,7 +31,7 @@
|
|||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
|
||||
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->baseShader.device)->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
|
||||
|
||||
#if 0 /* Must not be 1 in cvs version */
|
||||
# define PSTRACE(A) TRACE A
|
||||
|
|
|
@ -33,7 +33,7 @@
|
|||
*/
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
|
||||
|
||||
/* *******************************************
|
||||
IWineD3DQuery IUnknown parts follow
|
||||
|
|
|
@ -34,7 +34,7 @@
|
|||
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
||||
WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
|
||||
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
|
||||
|
||||
static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
||||
/* Used for states which are not mapped to a gl state as-is, but used somehow different,
|
||||
|
|
|
@ -24,7 +24,7 @@
|
|||
#include "wined3d_private.h"
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->wineD3DDevice)->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
|
||||
|
||||
/***************************************
|
||||
* Stateblock helper functions follow
|
||||
|
|
|
@ -30,7 +30,7 @@
|
|||
#include "wined3d_private.h"
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
|
||||
|
||||
typedef enum {
|
||||
NO_CONVERSION,
|
||||
|
|
|
@ -24,7 +24,7 @@
|
|||
#include "wined3d_private.h"
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
|
||||
|
||||
/* *******************************************
|
||||
IWineD3DTexture IUnknown parts follow
|
||||
|
|
|
@ -27,7 +27,7 @@
|
|||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
||||
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION This->adapter->gl_info
|
||||
|
||||
/*****************************************************************************
|
||||
* Pixel format array
|
||||
|
@ -1217,7 +1217,6 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP
|
|||
/* Setup the texture operations texture stage states */
|
||||
void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
|
||||
{
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
|
||||
GLenum src1, src2, src3;
|
||||
GLenum opr1, opr2, opr3;
|
||||
GLenum comb_target;
|
||||
|
@ -2577,7 +2576,7 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
|
|||
* FALSE otherwise
|
||||
*
|
||||
*********************************************************************/
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->resource.wineD3DDevice->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
|
||||
|
||||
BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
|
||||
int x1 = Rect->left, x2 = Rect->right;
|
||||
|
|
|
@ -24,7 +24,7 @@
|
|||
#include "wined3d_private.h"
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
|
||||
|
||||
#define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
|
||||
#define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
|
||||
|
|
|
@ -31,7 +31,7 @@
|
|||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
|
||||
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->baseShader.device)->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
|
||||
|
||||
/* Shader debugging - Change the following line to enable debugging of software
|
||||
vertex shaders */
|
||||
|
|
|
@ -24,7 +24,7 @@
|
|||
#include "wined3d_private.h"
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
|
||||
|
||||
/* *******************************************
|
||||
IWineD3DVolume IUnknown parts follow
|
||||
|
|
|
@ -24,7 +24,7 @@
|
|||
#include "wined3d_private.h"
|
||||
|
||||
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
|
||||
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
|
||||
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
|
||||
|
||||
/* *******************************************
|
||||
IWineD3DTexture IUnknown parts follow
|
||||
|
|
|
@ -59,7 +59,14 @@ long globalChangeGlRam(long glram){
|
|||
}
|
||||
|
||||
IWineD3D* WINAPI WineDirect3DCreate(UINT SDKVersion, UINT dxVersion, IUnknown *parent) {
|
||||
IWineD3DImpl* object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DImpl));
|
||||
IWineD3DImpl* object;
|
||||
|
||||
if (!InitAdapters()) {
|
||||
ERR("Failed to initialize direct3d adapters\n");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DImpl));
|
||||
object->lpVtbl = &IWineD3D_Vtbl;
|
||||
object->dxVersion = dxVersion;
|
||||
object->ref = 1;
|
||||
|
@ -72,7 +79,6 @@ IWineD3D* WINAPI WineDirect3DCreate(UINT SDKVersion, UINT dxVersion, IUnknown *p
|
|||
|
||||
}
|
||||
|
||||
|
||||
TRACE("Created WineD3D object @ %p for d3d%d support\n", object, dxVersion);
|
||||
|
||||
return (IWineD3D *)object;
|
||||
|
|
|
@ -537,9 +537,6 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
|
|||
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
|
||||
void apply_fbo_state(IWineD3DDevice *iface);
|
||||
|
||||
/* Routine to fill gl caps for swapchains and IWineD3D */
|
||||
BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
|
||||
|
||||
/* Macros for doing basic GPU detection based on opengl capabilities */
|
||||
#define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
|
||||
#define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
|
||||
|
@ -574,6 +571,16 @@ struct PLIGHTINFOEL {
|
|||
/* The default light parameters */
|
||||
extern const WINED3DLIGHT WINED3D_default_light;
|
||||
|
||||
/* The adapter structure */
|
||||
struct WineD3DAdapter
|
||||
{
|
||||
POINT monitorPoint;
|
||||
Display *display;
|
||||
WineD3D_GL_Info gl_info;
|
||||
};
|
||||
|
||||
extern BOOL InitAdapters(void);
|
||||
|
||||
/*****************************************************************************
|
||||
* IWineD3D implementation structure
|
||||
*/
|
||||
|
@ -586,10 +593,6 @@ typedef struct IWineD3DImpl
|
|||
/* WineD3D Information */
|
||||
IUnknown *parent;
|
||||
UINT dxVersion;
|
||||
|
||||
/* GL Information */
|
||||
BOOL isGLInfoValid;
|
||||
WineD3D_GL_Info gl_info;
|
||||
} IWineD3DImpl;
|
||||
|
||||
extern const IWineD3DVtbl IWineD3D_Vtbl;
|
||||
|
@ -620,6 +623,7 @@ struct IWineD3DDeviceImpl
|
|||
/* WineD3D Information */
|
||||
IUnknown *parent;
|
||||
IWineD3D *wineD3D;
|
||||
struct WineD3DAdapter *adapter;
|
||||
|
||||
/* Window styles to restore when switching fullscreen mode */
|
||||
LONG style;
|
||||
|
|
Loading…
Reference in a new issue