From: Zebediah Figura zfigura@codeweavers.com
Instead of duplicating multiple members. --- dlls/wined3d/adapter_gl.c | 12 ++++-------- dlls/wined3d/adapter_vk.c | 6 +----- dlls/wined3d/arb_program_shader.c | 11 ++++++++--- dlls/wined3d/ati_fragment_shader.c | 2 +- dlls/wined3d/context_gl.c | 10 +++++----- dlls/wined3d/cs.c | 4 ++-- dlls/wined3d/state.c | 8 ++++---- dlls/wined3d/texture.c | 6 +++--- dlls/wined3d/utils.c | 2 +- dlls/wined3d/wined3d_private.h | 26 ++++++++++++-------------- 10 files changed, 41 insertions(+), 46 deletions(-)
diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c index 7ddcb444450..c3925b7c3d0 100644 --- a/dlls/wined3d/adapter_gl.c +++ b/dlls/wined3d/adapter_gl.c @@ -5171,14 +5171,13 @@ static void wined3d_adapter_gl_init_d3d_info(struct wined3d_adapter_gl *adapter_ const struct wined3d_gl_info *gl_info = &adapter_gl->gl_info; struct wined3d_d3d_info *d3d_info = &adapter_gl->a.d3d_info; struct wined3d_vertex_caps vertex_caps; - struct fragment_caps fragment_caps; struct shader_caps shader_caps; GLfloat f[2];
adapter_gl->a.shader_backend->shader_get_caps(&adapter_gl->a, &shader_caps); adapter_gl->a.vertex_pipe->vp_get_caps(&adapter_gl->a, &vertex_caps); adapter_gl->a.misc_state_template = misc_state_template_gl; - adapter_gl->a.fragment_pipe->get_caps(&adapter_gl->a, &fragment_caps); + adapter_gl->a.fragment_pipe->get_caps(&adapter_gl->a, &d3d_info->ffp_fragment_caps);
d3d_info->limits.vs_version = shader_caps.vs_version; d3d_info->limits.hs_version = shader_caps.hs_version; @@ -5189,9 +5188,7 @@ static void wined3d_adapter_gl_init_d3d_info(struct wined3d_adapter_gl *adapter_ d3d_info->limits.vs_uniform_count = shader_caps.vs_uniform_count; d3d_info->limits.ps_uniform_count = shader_caps.ps_uniform_count; d3d_info->limits.varying_count = shader_caps.varying_count; - d3d_info->limits.ffp_textures = fragment_caps.max_textures; - d3d_info->limits.ffp_blend_stages = fragment_caps.max_blend_stages; - TRACE("Max texture stages: %u.\n", d3d_info->limits.ffp_blend_stages); + TRACE("Max texture stages: %u.\n", d3d_info->ffp_fragment_caps.max_blend_stages); d3d_info->limits.ffp_vertex_blend_matrices = vertex_caps.max_vertex_blend_matrices; d3d_info->limits.active_light_count = vertex_caps.max_active_lights;
@@ -5211,7 +5208,6 @@ static void wined3d_adapter_gl_init_d3d_info(struct wined3d_adapter_gl *adapter_ d3d_info->ffp_generic_attributes = vertex_caps.ffp_generic_attributes; d3d_info->ffp_alpha_test = !!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]; d3d_info->vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING; - d3d_info->shader_color_key = fragment_caps.color_key; d3d_info->shader_double_precision = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_PRECISION); d3d_info->shader_output_interpolation = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION); d3d_info->frag_coord_correction = !!gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS]; @@ -5231,7 +5227,7 @@ static void wined3d_adapter_gl_init_d3d_info(struct wined3d_adapter_gl *adapter_ d3d_info->pbo = !!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]; d3d_info->subpixel_viewport = gl_info->limits.viewport_subpixel_bits >= 8; d3d_info->fences = wined3d_fence_supported(gl_info); - d3d_info->feature_level = feature_level_from_caps(gl_info, &shader_caps, &fragment_caps); + d3d_info->feature_level = feature_level_from_caps(gl_info, &shader_caps, &d3d_info->ffp_fragment_caps); d3d_info->filling_convention_offset = gl_info->filling_convention_offset; d3d_info->persistent_map = !!gl_info->supported[ARB_BUFFER_STORAGE];
@@ -5365,7 +5361,7 @@ static BOOL wined3d_adapter_gl_init(struct wined3d_adapter_gl *adapter_gl,
wined3d_adapter_gl_init_d3d_info(adapter_gl, wined3d_creation_flags);
- if (!adapter_gl->a.d3d_info.shader_color_key) + if (!adapter_gl->a.d3d_info.ffp_fragment_caps.color_key) { /* We do not want to deal with re-creating immutable texture storage * for colour-keying emulation. */ diff --git a/dlls/wined3d/adapter_vk.c b/dlls/wined3d/adapter_vk.c index 7cf829201a7..73807d827e6 100644 --- a/dlls/wined3d/adapter_vk.c +++ b/dlls/wined3d/adapter_vk.c @@ -2294,7 +2294,6 @@ static void wined3d_adapter_vk_init_d3d_info(struct wined3d_adapter_vk *adapter_ struct wined3d_vk_info *vk_info = &adapter_vk->vk_info; struct wined3d_physical_device_info device_info; struct wined3d_vertex_caps vertex_caps; - struct fragment_caps fragment_caps; unsigned int sample_counts_mask; struct shader_caps shader_caps;
@@ -2308,7 +2307,7 @@ static void wined3d_adapter_vk_init_d3d_info(struct wined3d_adapter_vk *adapter_
adapter_vk->a.shader_backend->shader_get_caps(&adapter_vk->a, &shader_caps); adapter_vk->a.vertex_pipe->vp_get_caps(&adapter_vk->a, &vertex_caps); - adapter_vk->a.fragment_pipe->get_caps(&adapter_vk->a, &fragment_caps); + adapter_vk->a.fragment_pipe->get_caps(&adapter_vk->a, &d3d_info->ffp_fragment_caps);
d3d_info->limits.vs_version = shader_caps.vs_version; d3d_info->limits.hs_version = shader_caps.hs_version; @@ -2319,8 +2318,6 @@ static void wined3d_adapter_vk_init_d3d_info(struct wined3d_adapter_vk *adapter_ d3d_info->limits.vs_uniform_count = shader_caps.vs_uniform_count; d3d_info->limits.ps_uniform_count = shader_caps.ps_uniform_count; d3d_info->limits.varying_count = shader_caps.varying_count; - d3d_info->limits.ffp_textures = fragment_caps.max_textures; - d3d_info->limits.ffp_blend_stages = fragment_caps.max_blend_stages; d3d_info->limits.ffp_vertex_blend_matrices = vertex_caps.max_vertex_blend_matrices; d3d_info->limits.active_light_count = vertex_caps.max_active_lights;
@@ -2341,7 +2338,6 @@ static void wined3d_adapter_vk_init_d3d_info(struct wined3d_adapter_vk *adapter_ d3d_info->ffp_generic_attributes = vertex_caps.ffp_generic_attributes; d3d_info->ffp_alpha_test = false; d3d_info->vs_clipping = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING); - d3d_info->shader_color_key = fragment_caps.color_key; d3d_info->shader_double_precision = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_PRECISION); d3d_info->shader_output_interpolation = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION); d3d_info->viewport_array_index_any_shader = false; /* VK_EXT_shader_viewport_index_layer */ diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 726734f88cd..272a25902d9 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -4267,7 +4267,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(struct wined3d_context_gl
if (!d3d_info->vs_clipping) shader_data->clipplane_emulation = shader_find_free_input_register(&shader->reg_maps, - d3d_info->limits.ffp_blend_stages - 1); + d3d_info->ffp_fragment_caps.max_blend_stages - 1); else shader_data->clipplane_emulation = ~0U; } @@ -4514,7 +4514,12 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state, { args->ps_signature = ~0; if (!d3d_info->vs_clipping && adapter->fragment_pipe == &arbfp_fragment_pipeline) - args->clip.boolclip.clip_texcoord = ffp_clip_emul(&context_gl->c) ? d3d_info->limits.ffp_blend_stages : 0; + { + if (ffp_clip_emul(&context_gl->c)) + args->clip.boolclip.clip_texcoord = d3d_info->ffp_fragment_caps.max_blend_stages; + else + args->clip.boolclip.clip_texcoord = 0; + } /* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */ }
@@ -7720,7 +7725,7 @@ static BOOL arbfp_blit_supported(enum wined3d_blit_op blit_op, const struct wine switch (blit_op) { case WINED3D_BLIT_OP_COLOR_BLIT_CKEY: - if (!context->d3d_info->shader_color_key) + if (!context->d3d_info->ffp_fragment_caps.color_key) { /* The conversion modifies the alpha channel so the color key might no longer match. */ TRACE("Color keying not supported with converted textures.\n"); diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c index f19c2028ca4..dddf2d45c7d 100644 --- a/dlls/wined3d/ati_fragment_shader.c +++ b/dlls/wined3d/ati_fragment_shader.c @@ -1034,7 +1034,7 @@ static void set_tex_op_atifs(struct wined3d_context *context, const struct wined return; } new_desc->num_textures_used = 0; - for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i) + for (i = 0; i < d3d_info->ffp_fragment_caps.max_blend_stages; ++i) { if (settings.op[i].cop == WINED3D_TOP_DISABLE) break; diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c index b99d6206bd5..a55365cdf12 100644 --- a/dlls/wined3d/context_gl.c +++ b/dlls/wined3d/context_gl.c @@ -3798,8 +3798,8 @@ static void wined3d_context_gl_map_fixed_function_samplers(struct wined3d_contex
ffu_map = context_gl->c.fixed_function_usage_map;
- if (d3d_info->limits.ffp_textures == d3d_info->limits.ffp_blend_stages - || context_gl->c.lowest_disabled_stage <= d3d_info->limits.ffp_textures) + if (d3d_info->ffp_fragment_caps.max_textures == d3d_info->ffp_fragment_caps.max_blend_stages + || context_gl->c.lowest_disabled_stage <= d3d_info->ffp_fragment_caps.max_textures) { while (ffu_map) { @@ -3843,7 +3843,7 @@ static void wined3d_context_gl_map_psamplers(struct wined3d_context_gl *context_ { wined3d_context_gl_map_stage(context_gl, i, i); context_invalidate_state(&context_gl->c, STATE_SAMPLER(i)); - if (i < d3d_info->limits.ffp_blend_stages) + if (i < d3d_info->ffp_fragment_caps.max_blend_stages) context_invalidate_texture_stage(&context_gl->c, i); } } @@ -4897,7 +4897,7 @@ static void draw_primitive_immediate_mode(struct wined3d_context_gl *context_gl, GL_EXTCALL(glSecondaryColor3fEXT)(0.0f, 0.0f, 0.0f); }
- texture_stages = d3d_info->limits.ffp_blend_stages; + texture_stages = d3d_info->ffp_fragment_caps.max_blend_stages; for (texture_idx = 0; texture_idx < texture_stages; ++texture_idx) { if (!gl_info->supported[ARB_MULTITEXTURE] && texture_idx > 0) @@ -5363,7 +5363,7 @@ void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context unsigned int texture_idx; GLuint bo;
- for (texture_idx = 0; texture_idx < context_gl->c.d3d_info->limits.ffp_blend_stages; ++texture_idx) + for (texture_idx = 0; texture_idx < context_gl->c.d3d_info->ffp_fragment_caps.max_blend_stages; ++texture_idx) { unsigned int coord_idx = state->texture_states[texture_idx][WINED3D_TSS_TEXCOORD_INDEX];
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 50d89615dd3..aa011ea7714 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -1490,7 +1490,7 @@ static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data) || (new_fmt_caps & WINED3D_FORMAT_CAP_SHADOW) != (old_fmt_caps & WINED3D_FORMAT_CAP_SHADOW)) device_invalidate_state(cs->c.device, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
- if (!prev && op->stage < d3d_info->limits.ffp_blend_stages) + if (!prev && op->stage < d3d_info->ffp_fragment_caps.max_blend_stages) { /* The source arguments for color and alpha ops have different * meanings when a NULL texture is bound, so the COLOR_OP and @@ -1523,7 +1523,7 @@ static void wined3d_cs_exec_set_texture(struct wined3d_cs *cs, const void *data) } }
- if (!op->texture && op->stage < d3d_info->limits.ffp_blend_stages) + if (!op->texture && op->stage < d3d_info->ffp_fragment_caps.max_blend_stages) { device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_COLOR_OP)); device_invalidate_state(cs->c.device, STATE_TEXTURESTAGE(op->stage, WINED3D_TSS_ALPHA_OP)); diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 3f7bcae738c..6eaec9acb55 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -1010,7 +1010,7 @@ static void state_texfactor(struct wined3d_context *context, const struct wined3 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
/* And now the default texture color as well */ - for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i) + for (i = 0; i < context->d3d_info->ffp_fragment_caps.max_blend_stages; ++i) { /* Note the WINED3D_RS value applies to all textures, but GL has one * per texture, so apply it now ready to be used! */ @@ -3626,7 +3626,7 @@ void apply_pixelshader(struct wined3d_context *context, const struct wined3d_sta { /* Disabled the pixel shader - color ops weren't applied while it was * enabled, so re-apply them. */ - for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i) + for (i = 0; i < context->d3d_info->ffp_fragment_caps.max_blend_stages; ++i) { if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP))) context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)); @@ -5303,7 +5303,7 @@ static void prune_invalid_states(struct wined3d_state_entry *state_table, const { unsigned int start, last, i;
- start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0); + start = STATE_TEXTURESTAGE(d3d_info->ffp_fragment_caps.max_blend_stages, 0); last = STATE_TEXTURESTAGE(WINED3D_MAX_FFP_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE); for (i = start; i <= last; ++i) { @@ -5311,7 +5311,7 @@ static void prune_invalid_states(struct wined3d_state_entry *state_table, const state_table[i].apply = state_undefined; }
- start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages); + start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->ffp_fragment_caps.max_blend_stages); last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + WINED3D_MAX_FFP_TEXTURES - 1); for (i = start; i <= last; ++i) { diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index e5005cf99fa..08e95db10f5 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -1669,7 +1669,7 @@ void wined3d_texture_load(struct wined3d_texture *texture, else flag = WINED3D_TEXTURE_RGB_VALID;
- if (!d3d_info->shader_color_key + if (!d3d_info->ffp_fragment_caps.color_key && (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY) != !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT) || (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY @@ -2062,7 +2062,7 @@ void wined3d_texture_gl_prepare_texture(struct wined3d_texture_gl *texture_gl, TRACE("texture_gl %p, context_gl %p, srgb %d, format %s.\n", texture_gl, context_gl, srgb, debug_d3dformat(format->id));
- if (!d3d_info->shader_color_key + if (!d3d_info->ffp_fragment_caps.color_key && !(texture_gl->t.async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY) != !(texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT)) { @@ -5795,7 +5795,7 @@ static bool ffp_blit_supported(enum wined3d_blit_op blit_op, const struct wined3 switch (blit_op) { case WINED3D_BLIT_OP_COLOR_BLIT_CKEY: - if (context->d3d_info->shader_color_key) + if (context->d3d_info->ffp_fragment_caps.color_key) { TRACE("Colour keying requires converted textures.\n"); return false; diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 6b611dc0fae..bc03938e90a 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -6411,7 +6411,7 @@ void wined3d_ffp_get_fs_settings(const struct wined3d_context *context, const st
settings->padding = 0;
- for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i) + for (i = 0; i < d3d_info->ffp_fragment_caps.max_blend_stages; ++i) { struct wined3d_texture *texture;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 2e9eab2225d..0b72bf298e2 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -180,14 +180,23 @@ struct color_fixup_desc }; #include <poppack.h>
+struct fragment_caps +{ + unsigned int PrimitiveMiscCaps; + unsigned int TextureOpCaps; + unsigned int max_blend_stages; + unsigned int max_textures; + bool proj_control; + bool srgb_write; + bool color_key; +}; + struct wined3d_d3d_limits { unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version; DWORD vs_uniform_count; DWORD ps_uniform_count; unsigned int varying_count; - unsigned int ffp_textures; - unsigned int ffp_blend_stages; unsigned int ffp_vertex_blend_matrices; unsigned int active_light_count;
@@ -200,6 +209,7 @@ struct wined3d_d3d_limits
struct wined3d_d3d_info { + struct fragment_caps ffp_fragment_caps; struct wined3d_d3d_limits limits; uint32_t wined3d_creation_flags; uint32_t xyzrhw : 1; @@ -207,7 +217,6 @@ struct wined3d_d3d_info uint32_t ffp_generic_attributes : 1; uint32_t ffp_alpha_test : 1; uint32_t vs_clipping : 1; - uint32_t shader_color_key : 1; uint32_t shader_double_precision : 1; uint32_t shader_output_interpolation : 1; uint32_t frag_coord_correction : 1; @@ -1988,17 +1997,6 @@ struct wined3d_state_entry_template unsigned int extension; };
-struct fragment_caps -{ - DWORD PrimitiveMiscCaps; - DWORD TextureOpCaps; - unsigned int max_blend_stages; - unsigned int max_textures; - bool proj_control; - bool srgb_write; - bool color_key; -}; - #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002