wined3d: The adapters array should be owned by IWineD3DImpl.
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 45fd633..bf9b3f4 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -36,6 +36,8 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
+#define GLINFO_LOCATION (*gl_info)
+
/* The d3d device ID */
static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
@@ -148,14 +150,11 @@
* Utility functions follow
**********************************************************/
-/* Adapters */
-static int numAdapters = 0;
-static struct WineD3DAdapter Adapters[1];
-
static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
-static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
-static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
-static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
+static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
+ WINED3DDEVTYPE DeviceType);
+static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
+static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
/* lookup tables */
const int minLookup[MAX_LOOKUPS] =
@@ -188,6 +187,7 @@
/* drawStridedSlow attributes */
glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
+glAttribFunc specular_func_3ubv;
glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
@@ -329,11 +329,11 @@
/* Adjust the amount of used texture memory */
long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
- UINT Adapter = D3DDevice->adapterNo;
+ struct WineD3DAdapter *adapter = D3DDevice->adapter;
- Adapters[Adapter].UsedTextureRam += glram;
- TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
- return Adapters[Adapter].UsedTextureRam;
+ adapter->UsedTextureRam += glram;
+ TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
+ return adapter->UsedTextureRam;
}
/**********************************************************
@@ -457,7 +457,6 @@
* IWineD3D parts follows
**********************************************************/
-#define GLINFO_LOCATION (*gl_info)
static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
{
GLuint prog;
@@ -1440,7 +1439,6 @@
return return_value;
}
-#undef GLINFO_LOCATION
/**********************************************************
* IWineD3D implementation follows
@@ -1449,8 +1447,9 @@
static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
- TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
- return numAdapters;
+ TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
+
+ return This->adapter_count;
}
static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
@@ -1468,7 +1467,7 @@
return NULL;
}
- return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
+ return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
}
/* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
@@ -1670,15 +1669,15 @@
/* Return the information requested */
TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
- strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
- strcpy(pIdentifier->Description, Adapters[Adapter].description);
+ strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
+ strcpy(pIdentifier->Description, This->adapters[Adapter].description);
/* Note dx8 doesn't supply a DeviceName */
if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
- pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
- pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
- *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
- *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
+ pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
+ pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
+ *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
+ *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
*(pIdentifier->SubSysId) = 0;
*(pIdentifier->Revision) = 0;
*pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
@@ -1800,8 +1799,8 @@
return WINED3DERR_INVALIDCALL;
}
- cfgs = Adapters[Adapter].cfgs;
- nCfgs = Adapters[Adapter].nCfgs;
+ cfgs = This->adapters[Adapter].cfgs;
+ nCfgs = This->adapters[Adapter].nCfgs;
for (it = 0; it < nCfgs; ++it) {
if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
@@ -1846,7 +1845,7 @@
if(!wined3d_settings.allow_multisampling)
return WINED3DERR_NOTAVAILABLE;
- desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
+ desc = getFormatDescEntry(SurfaceFormat, &This->adapters[Adapter].gl_info, &glDesc);
if(!desc || !glDesc) {
return WINED3DERR_INVALIDCALL;
}
@@ -1855,8 +1854,8 @@
int i, nCfgs;
const WineD3D_PixelFormat *cfgs;
- cfgs = Adapters[Adapter].cfgs;
- nCfgs = Adapters[Adapter].nCfgs;
+ cfgs = This->adapters[Adapter].cfgs;
+ nCfgs = This->adapters[Adapter].nCfgs;
for(i=0; i<nCfgs; i++) {
if(cfgs[i].numSamples != MultiSampleType)
continue;
@@ -1881,8 +1880,8 @@
return WINED3DERR_NOTAVAILABLE;
}
- cfgs = Adapters[Adapter].cfgs;
- nCfgs = Adapters[Adapter].nCfgs;
+ cfgs = This->adapters[Adapter].cfgs;
+ nCfgs = This->adapters[Adapter].nCfgs;
for(i=0; i<nCfgs; i++) {
if(cfgs[i].numSamples != MultiSampleType)
continue;
@@ -1990,9 +1989,9 @@
}
-#define GLINFO_LOCATION Adapters[Adapter].gl_info
/* Check if we support bumpmapping for a format */
-static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
+static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
+ WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
{
const struct fragment_pipeline *fp;
const struct GlPixelFormatDesc *glDesc;
@@ -2006,8 +2005,8 @@
/* Ask the fixed function pipeline implementation if it can deal
* with the conversion. If we've got a GL extension giving native
* support this will be an identity conversion. */
- getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
- fp = select_fragment_implementation(Adapter, DeviceType);
+ getFormatDescEntry(CheckFormat, &adapter->gl_info, &glDesc);
+ fp = select_fragment_implementation(adapter, DeviceType);
if (fp->color_fixup_supported(glDesc->color_fixup))
{
TRACE_(d3d_caps)("[OK]\n");
@@ -2023,11 +2022,12 @@
}
/* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
-static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
+static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
+ WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
{
int it=0;
const struct GlPixelFormatDesc *glDesc;
- const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
+ const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info, &glDesc);
/* Fail if we weren't able to get a description of the format */
if(!desc || !glDesc)
@@ -2038,8 +2038,9 @@
return FALSE;
/* Walk through all WGL pixel formats to find a match */
- for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
- WineD3D_PixelFormat *cfg = &Adapters[Adapter].cfgs[it];
+ for (it = 0; it < adapter->nCfgs; ++it)
+ {
+ WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(cfg, DisplayFormat)) {
if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(cfg, DepthStencilFormat)) {
return TRUE;
@@ -2050,10 +2051,10 @@
return FALSE;
}
-static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
+static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, WINED3DFORMAT CheckFormat)
{
const struct GlPixelFormatDesc *glDesc;
- const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
+ const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &adapter->gl_info, &glDesc);
/* Fail if we weren't able to get a description of the format */
if(!desc || !glDesc)
@@ -2067,11 +2068,11 @@
}
/* Check the render target capabilities of a format */
-static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
+static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
+ WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
{
- UINT Adapter = 0;
const struct GlPixelFormatDesc *glDesc;
- const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
+ const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &adapter->gl_info, &glDesc);
/* Fail if we weren't able to get a description of the format */
if(!desc || !glDesc)
@@ -2082,7 +2083,7 @@
return FALSE;
if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
- WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
+ WineD3D_PixelFormat *cfgs = adapter->cfgs;
int it;
short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
@@ -2099,7 +2100,8 @@
/* Check if there is a WGL pixel format matching the requirements, the format should also be window
* drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
- for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
+ for (it = 0; it < adapter->nCfgs; ++it)
+ {
if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
return TRUE;
@@ -2107,11 +2109,12 @@
}
} else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
/* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
- WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
+ WineD3D_PixelFormat *cfgs = adapter->cfgs;
int it;
/* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
- for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
+ for (it = 0; it < adapter->nCfgs; ++it)
+ {
if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
return TRUE;
@@ -2125,8 +2128,10 @@
return FALSE;
}
-static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
+static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, WINED3DFORMAT CheckFormat)
{
+ const WineD3D_GL_Info *gl_info = &adapter->gl_info;
+
/* Check for supported sRGB formats (Texture loading and framebuffer) */
if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
@@ -2154,7 +2159,8 @@
return FALSE;
}
-static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
+static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
+ WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
{
/* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
* doing the color fixup in shaders.
@@ -2162,7 +2168,7 @@
if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
int vs_selected_mode;
int ps_selected_mode;
- select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
+ select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
TRACE_(d3d_caps)("[OK]\n");
@@ -2175,10 +2181,10 @@
}
/* Check if a format support blending in combination with pixel shaders */
-static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
+static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter, WINED3DFORMAT CheckFormat)
{
const struct GlPixelFormatDesc *glDesc;
- const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
+ const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &adapter->gl_info, &glDesc);
/* Fail if we weren't able to get a description of the format */
if(!desc || !glDesc)
@@ -2205,8 +2211,10 @@
}
/* Check if a texture format is supported on the given adapter */
-static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
+static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
+ WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
{
+ const WineD3D_GL_Info *gl_info = &adapter->gl_info;
const shader_backend_t *shader_backend;
const struct fragment_pipeline *fp;
const struct GlPixelFormatDesc *glDesc;
@@ -2287,8 +2295,8 @@
/* Ask the shader backend if it can deal with the conversion. If
* we've got a GL extension giving native support this will be an
* identity conversion. */
- getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
- shader_backend = select_shader_backend(Adapter, DeviceType);
+ getFormatDescEntry(CheckFormat, &adapter->gl_info, &glDesc);
+ shader_backend = select_shader_backend(adapter, DeviceType);
if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup))
{
TRACE_(d3d_caps)("[OK]\n");
@@ -2405,9 +2413,9 @@
/* Vendor specific formats */
case WINED3DFMT_ATI2N:
if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
- getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
- shader_backend = select_shader_backend(Adapter, DeviceType);
- fp = select_fragment_implementation(Adapter, DeviceType);
+ getFormatDescEntry(CheckFormat, &adapter->gl_info, &glDesc);
+ shader_backend = select_shader_backend(adapter, DeviceType);
+ fp = select_fragment_implementation(adapter, DeviceType);
if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup)
&& fp->color_fixup_supported(glDesc->color_fixup))
{
@@ -2442,7 +2450,9 @@
return FALSE;
}
-static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
+static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, WINED3DFORMAT AdapterFormat,
+ WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType)
+{
const struct GlPixelFormatDesc *format_desc;
const struct blit_shader *blitter;
@@ -2475,13 +2485,13 @@
}
/* All format that are supported for textures are supported for surfaces as well */
- if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
+ if(CheckTextureCapability(adapter, DeviceType, CheckFormat)) return TRUE;
/* All depth stencil formats are supported on surfaces */
- if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
+ if(CheckDepthStencilCapability(adapter, AdapterFormat, CheckFormat)) return TRUE;
/* If opengl can't process the format natively, the blitter may be able to convert it */
- getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &format_desc);
- blitter = select_blit_implementation(Adapter, DeviceType);
+ getFormatDescEntry(CheckFormat, &adapter->gl_info, &format_desc);
+ blitter = select_blit_implementation(adapter, DeviceType);
if (blitter->color_fixup_supported(format_desc->color_fixup))
{
TRACE_(d3d_caps)("[OK]\n");
@@ -2493,8 +2503,10 @@
return FALSE;
}
-static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
+static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, WINED3DFORMAT CheckFormat)
{
+ const WineD3D_GL_Info *gl_info = &adapter->gl_info;
+
if (!GL_LIMITS(vertex_samplers)) {
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
@@ -2520,6 +2532,8 @@
WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
WINED3DSURFTYPE SurfaceType) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
+ struct WineD3DAdapter *adapter = &This->adapters[Adapter];
+ const WineD3D_GL_Info *gl_info = &adapter->gl_info;
DWORD UsageCaps = 0;
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
@@ -2553,7 +2567,8 @@
*/
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
/* Check if the texture format is around */
- if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
+ if (CheckTextureCapability(adapter, DeviceType, CheckFormat))
+ {
if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
/* Check for automatic mipmap generation support */
if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
@@ -2569,7 +2584,8 @@
UsageCaps |= WINED3DUSAGE_DYNAMIC;
if(Usage & WINED3DUSAGE_RENDERTARGET) {
- if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
+ if(CheckRenderTargetCapability(adapter, AdapterFormat, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_RENDERTARGET;
} else {
TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
@@ -2583,7 +2599,8 @@
/* Check QUERY_FILTER support */
if(Usage & WINED3DUSAGE_QUERY_FILTER) {
- if(CheckFilterCapability(Adapter, CheckFormat)) {
+ if (CheckFilterCapability(adapter, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
} else {
TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
@@ -2593,7 +2610,8 @@
/* Check QUERY_POSTPIXELSHADER_BLENDING support */
if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
- if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
+ if (CheckPostPixelShaderBlendingCapability(adapter, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
} else {
TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
@@ -2603,7 +2621,8 @@
/* Check QUERY_SRGBREAD support */
if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
- if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
+ if (CheckSrgbReadCapability(adapter, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
} else {
TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
@@ -2613,7 +2632,8 @@
/* Check QUERY_SRGBWRITE support */
if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
- if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
+ if (CheckSrgbWriteCapability(adapter, DeviceType, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
} else {
TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
@@ -2623,7 +2643,8 @@
/* Check QUERY_VERTEXTEXTURE support */
if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
- if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
+ if (CheckVertexTextureCapability(adapter, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
} else {
TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
@@ -2655,9 +2676,11 @@
* - D3DUSAGE_RENDERTARGET
*/
- if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType)) {
+ if (CheckSurfaceCapability(adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType))
+ {
if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
- if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
+ if (CheckDepthStencilCapability(adapter, AdapterFormat, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
} else {
TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
@@ -2666,7 +2689,8 @@
}
if(Usage & WINED3DUSAGE_RENDERTARGET) {
- if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
+ if (CheckRenderTargetCapability(adapter, AdapterFormat, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_RENDERTARGET;
} else {
TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
@@ -2676,7 +2700,8 @@
/* Check QUERY_POSTPIXELSHADER_BLENDING support */
if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
- if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
+ if (CheckPostPixelShaderBlendingCapability(adapter, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
} else {
TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
@@ -2707,7 +2732,8 @@
}
/* Check if the texture format is around */
- if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
+ if (CheckTextureCapability(adapter, DeviceType, CheckFormat))
+ {
if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
/* Check for automatic mipmap generation support */
if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
@@ -2723,7 +2749,8 @@
UsageCaps |= WINED3DUSAGE_DYNAMIC;
if(Usage & WINED3DUSAGE_RENDERTARGET) {
- if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
+ if (CheckRenderTargetCapability(adapter, AdapterFormat, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_RENDERTARGET;
} else {
TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
@@ -2737,7 +2764,8 @@
/* Check QUERY_FILTER support */
if(Usage & WINED3DUSAGE_QUERY_FILTER) {
- if(CheckFilterCapability(Adapter, CheckFormat)) {
+ if (CheckFilterCapability(adapter, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
} else {
TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
@@ -2747,7 +2775,8 @@
/* Check QUERY_LEGACYBUMPMAP support */
if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
- if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
+ if (CheckBumpMapCapability(adapter, DeviceType, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
} else {
TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
@@ -2757,7 +2786,8 @@
/* Check QUERY_POSTPIXELSHADER_BLENDING support */
if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
- if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
+ if (CheckPostPixelShaderBlendingCapability(adapter, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
} else {
TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
@@ -2767,7 +2797,8 @@
/* Check QUERY_SRGBREAD support */
if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
- if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
+ if (CheckSrgbReadCapability(adapter, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
} else {
TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
@@ -2777,7 +2808,8 @@
/* Check QUERY_SRGBWRITE support */
if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
- if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
+ if (CheckSrgbWriteCapability(adapter, DeviceType, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
} else {
TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
@@ -2787,7 +2819,8 @@
/* Check QUERY_VERTEXTEXTURE support */
if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
- if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
+ if (CheckVertexTextureCapability(adapter, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
} else {
TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
@@ -2806,7 +2839,8 @@
}
if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
- if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
+ if (CheckDepthStencilCapability(adapter, AdapterFormat, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
} else {
TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
@@ -2835,7 +2869,8 @@
/* Check volume texture and volume usage caps */
if(GL_SUPPORT(EXT_TEXTURE3D)) {
- if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
+ if (!CheckTextureCapability(adapter, DeviceType, CheckFormat))
+ {
TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
return WINED3DERR_NOTAVAILABLE;
}
@@ -2850,7 +2885,8 @@
/* Check QUERY_FILTER support */
if(Usage & WINED3DUSAGE_QUERY_FILTER) {
- if(CheckFilterCapability(Adapter, CheckFormat)) {
+ if (CheckFilterCapability(adapter, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
} else {
TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
@@ -2860,7 +2896,8 @@
/* Check QUERY_POSTPIXELSHADER_BLENDING support */
if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
- if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
+ if (CheckPostPixelShaderBlendingCapability(adapter, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
} else {
TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
@@ -2870,7 +2907,8 @@
/* Check QUERY_SRGBREAD support */
if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
- if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
+ if (CheckSrgbReadCapability(adapter, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
} else {
TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
@@ -2880,7 +2918,8 @@
/* Check QUERY_SRGBWRITE support */
if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
- if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
+ if (CheckSrgbWriteCapability(adapter, DeviceType, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
} else {
TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
@@ -2890,7 +2929,8 @@
/* Check QUERY_VERTEXTEXTURE support */
if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
- if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
+ if (CheckVertexTextureCapability(adapter, CheckFormat))
+ {
UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
} else {
TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
@@ -3005,12 +3045,13 @@
return WINED3D_OK;
}
-static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
+static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
+{
const shader_backend_t *ret;
int vs_selected_mode;
int ps_selected_mode;
- select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
+ select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
ret = &glsl_shader_backend;
} else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
@@ -3021,11 +3062,14 @@
return ret;
}
-static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
+static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
+ WINED3DDEVTYPE DeviceType)
+{
+ const WineD3D_GL_Info *gl_info = &adapter->gl_info;
int vs_selected_mode;
int ps_selected_mode;
- select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
+ select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
return &arbfp_fragment_pipeline;
} else if(ps_selected_mode == SHADER_ATI) {
@@ -3039,11 +3083,13 @@
}
}
-static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
+static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
+{
+ const WineD3D_GL_Info *gl_info = &adapter->gl_info;
int vs_selected_mode;
int ps_selected_mode;
- select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
+ select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
return &arbfp_blit;
} else {
@@ -3057,6 +3103,8 @@
static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
+ struct WineD3DAdapter *adapter = &This->adapters[Adapter];
+ const WineD3D_GL_Info *gl_info = &adapter->gl_info;
int vs_selected_mode;
int ps_selected_mode;
struct shader_caps shader_caps;
@@ -3071,11 +3119,11 @@
return WINED3DERR_INVALIDCALL;
}
- select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
+ select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
/* This function should *not* be modifying GL caps
* TODO: move the functionality where it belongs */
- select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
+ select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
/* ------------------------------------------------
The following fields apply to both d3d8 and d3d9
@@ -3426,12 +3474,12 @@
pCaps->VertexTextureFilterCaps = 0;
memset(&shader_caps, 0, sizeof(shader_caps));
- shader_backend = select_shader_backend(Adapter, DeviceType);
- shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
+ shader_backend = select_shader_backend(adapter, DeviceType);
+ shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
memset(&fragment_caps, 0, sizeof(fragment_caps));
- frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
- frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
+ frag_pipeline = select_fragment_implementation(adapter, DeviceType);
+ frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
@@ -3477,15 +3525,15 @@
use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
- pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
+ pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.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, GLINFO_LOCATION.vs_arb_max_instructions);
+ pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.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, GLINFO_LOCATION.vs_arb_max_temps);
+ pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
pCaps->VS20Caps.StaticFlowControlDepth = 1;
pCaps->MaxVShaderInstructionsExecuted = 65535;
@@ -3511,17 +3559,17 @@
WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
- pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
+ pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.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, GLINFO_LOCATION.ps_arb_max_instructions);
+ pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->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;
pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
- pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
+ pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
@@ -3615,7 +3663,8 @@
pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
/* Set D3D caps if OpenGL is available. */
- if(Adapters[Adapter].opengl) {
+ if (adapter->opengl)
+ {
pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
WINEDDSCAPS_MIPMAP |
WINEDDSCAPS_TEXTURE |
@@ -3634,6 +3683,7 @@
{
IWineD3DDeviceImpl *object = NULL;
IWineD3DImpl *This = (IWineD3DImpl *)iface;
+ struct WineD3DAdapter *adapter = &This->adapters[Adapter];
WINED3DDISPLAYMODE mode;
const struct fragment_pipeline *frag_pipeline = NULL;
int i;
@@ -3659,7 +3709,7 @@
object->lpVtbl = &IWineD3DDevice_Vtbl;
object->ref = 1;
object->wineD3D = iface;
- object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
+ object->adapter = This->adapter_count ? adapter : NULL;
IWineD3D_AddRef(object->wineD3D);
object->parent = parent;
object->device_parent = device_parent;
@@ -3689,16 +3739,17 @@
object->adapterNo = Adapter;
object->devType = DeviceType;
- select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
- object->shader_backend = select_shader_backend(Adapter, DeviceType);
+ select_shader_mode(&adapter->gl_info, DeviceType,
+ &object->ps_selected_mode, &object->vs_selected_mode);
+ object->shader_backend = select_shader_backend(adapter, DeviceType);
memset(&ffp_caps, 0, sizeof(ffp_caps));
- frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
+ frag_pipeline = select_fragment_implementation(adapter, DeviceType);
object->frag_pipe = frag_pipeline;
- frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
+ frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
- hr = compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
+ hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
ffp_vertexstate_template, frag_pipeline, misc_state_template);
if (FAILED(hr)) {
@@ -3708,7 +3759,7 @@
return hr;
}
- object->blitter = select_blit_implementation(Adapter, DeviceType);
+ object->blitter = select_blit_implementation(adapter, DeviceType);
/* set the state of the device to valid */
object->state = WINED3D_OK;
@@ -3728,7 +3779,6 @@
return WINED3D_OK;
}
-#undef GLINFO_LOCATION
static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
@@ -3785,7 +3835,6 @@
}
}
-#define GLINFO_LOCATION (*gl_info)
static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
/* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
* but glTexSubImage from a PBO fails miserably, with the first line repeated over
@@ -3845,7 +3894,6 @@
TRACE_(d3d_caps)("PBO test successful\n");
}
}
-#undef GLINFO_LOCATION
/* Certain applications(Steam) complain if we report an outdated driver version. In general,
* reporting a driver version is moot because we are not the Windows driver, and we have different
@@ -4009,8 +4057,6 @@
DebugBreak();
}
-#define GLINFO_LOCATION (Adapters[0].gl_info)
-
/* Helper functions for providing vertex data to opengl. The arrays are initialized based on
* the extension detection and are used in drawStridedSlow
*/
@@ -4051,10 +4097,11 @@
static void WINE_GLAPI specular_d3dcolor(const void *data)
{
DWORD specularColor = *((const DWORD *)data);
+ GLbyte d[] = {D3DCOLOR_B_R(specularColor),
+ D3DCOLOR_B_G(specularColor),
+ D3DCOLOR_B_B(specularColor)};
- GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
- D3DCOLOR_B_G(specularColor),
- D3DCOLOR_B_B(specularColor));
+ specular_func_3ubv(d);
}
static void WINE_GLAPI warn_no_specular_func(const void *data)
@@ -4110,6 +4157,7 @@
}
specular_funcs[WINED3DDECLTYPE_FLOAT4] = invalid_func;
if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
+ specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = specular_d3dcolor;
} else {
specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = warn_no_specular_func;
@@ -4174,7 +4222,8 @@
}
#define PUSH1(att) attribs[nAttribs++] = (att);
-BOOL InitAdapters(void) {
+BOOL InitAdapters(IWineD3DImpl *This)
+{
static HMODULE mod_gl;
BOOL ret;
int ps_selected_mode, vs_selected_mode;
@@ -4182,7 +4231,7 @@
/* No need to hold any lock. The calling library makes sure only one thread calls
* wined3d simultaneously
*/
- if(numAdapters > 0) return Adapters[0].opengl;
+ if (This->adapter_count) return This->adapters[0].opengl;
TRACE("Initializing adapters\n");
@@ -4231,6 +4280,8 @@
/* For now only one default adapter */
{
+ struct WineD3DAdapter *adapter = &This->adapters[0];
+ const WineD3D_GL_Info *gl_info = &adapter->gl_info;
int iPixelFormat;
int attribs[10];
int values[10];
@@ -4243,9 +4294,9 @@
HDC hdc;
TRACE("Initializing default adapter\n");
- Adapters[0].num = 0;
- Adapters[0].monitorPoint.x = -1;
- Adapters[0].monitorPoint.y = -1;
+ adapter->num = 0;
+ adapter->monitorPoint.x = -1;
+ adapter->monitorPoint.y = -1;
if (!WineD3D_CreateFakeGLContext()) {
ERR("Failed to get a gl context for default adapter\n");
@@ -4253,13 +4304,13 @@
goto nogl_adapter;
}
- ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
+ ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
if(!ret) {
ERR("Failed to initialize gl caps for default adapter\n");
WineD3D_ReleaseFakeGLContext();
goto nogl_adapter;
}
- ret = initPixelFormats(&Adapters[0].gl_info);
+ ret = initPixelFormats(&adapter->gl_info);
if(!ret) {
ERR("Failed to init gl formats\n");
WineD3D_ReleaseFakeGLContext();
@@ -4273,28 +4324,28 @@
goto nogl_adapter;
}
- Adapters[0].driver = "Display";
- Adapters[0].description = "Direct3D HAL";
+ adapter->driver = "Display";
+ adapter->description = "Direct3D HAL";
/* Use the VideoRamSize registry setting when set */
if(wined3d_settings.emulated_textureram)
- Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
+ adapter->TextureRam = wined3d_settings.emulated_textureram;
else
- Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
- Adapters[0].UsedTextureRam = 0;
- TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
+ adapter->TextureRam = adapter->gl_info.vidmem;
+ adapter->UsedTextureRam = 0;
+ TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
/* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
DisplayDevice.cb = sizeof(DisplayDevice);
EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
- strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
+ strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
- GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
+ GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
- Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
- cfgs = Adapters[0].cfgs;
+ adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
+ cfgs = adapter->cfgs;
PUSH1(WGL_RED_BITS_ARB)
PUSH1(WGL_GREEN_BITS_ARB)
PUSH1(WGL_BLUE_BITS_ARB)
@@ -4306,7 +4357,8 @@
PUSH1(WGL_DOUBLE_BUFFER_ARB)
PUSH1(WGL_AUX_BUFFERS_ARB)
- for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
+ for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
+ {
res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
if(!res)
@@ -4360,52 +4412,52 @@
*
* Mark an adapter with this broken stencil behavior.
*/
- Adapters[0].brokenStencil = TRUE;
- for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
+ adapter->brokenStencil = TRUE;
+ for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
+ {
/* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
- Adapters[0].brokenStencil = FALSE;
+ adapter->brokenStencil = FALSE;
break;
}
}
- fixup_extensions(&Adapters[0].gl_info);
- add_gl_compat_wrappers(&Adapters[0].gl_info);
+ fixup_extensions(&adapter->gl_info);
+ add_gl_compat_wrappers(&adapter->gl_info);
WineD3D_ReleaseFakeGLContext();
- select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
- select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
- fillGLAttribFuncs(&Adapters[0].gl_info);
- init_type_lookup(&Adapters[0].gl_info);
- Adapters[0].opengl = TRUE;
+ select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
+ select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
+ fillGLAttribFuncs(&adapter->gl_info);
+ init_type_lookup(&adapter->gl_info);
+ adapter->opengl = TRUE;
}
- numAdapters = 1;
- TRACE("%d adapters successfully initialized\n", numAdapters);
+ This->adapter_count = 1;
+ TRACE("%u adapters successfully initialized\n", This->adapter_count);
return TRUE;
nogl_adapter:
/* Initialize an adapter for ddraw-only memory counting */
- memset(Adapters, 0, sizeof(Adapters));
- Adapters[0].num = 0;
- Adapters[0].opengl = FALSE;
- Adapters[0].monitorPoint.x = -1;
- Adapters[0].monitorPoint.y = -1;
+ memset(This->adapters, 0, sizeof(This->adapters));
+ This->adapters[0].num = 0;
+ This->adapters[0].opengl = FALSE;
+ This->adapters[0].monitorPoint.x = -1;
+ This->adapters[0].monitorPoint.y = -1;
- Adapters[0].driver = "Display";
- Adapters[0].description = "WineD3D DirectDraw Emulation";
+ This->adapters[0].driver = "Display";
+ This->adapters[0].description = "WineD3D DirectDraw Emulation";
if(wined3d_settings.emulated_textureram) {
- Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
+ This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
} else {
- Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
+ This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
}
- numAdapters = 1;
+ This->adapter_count = 1;
return FALSE;
}
#undef PUSH1
-#undef GLINFO_LOCATION
/**********************************************************
* IWineD3D VTbl follows
diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h
index d0529df..3aa23e1 100644
--- a/dlls/wined3d/wined3d_gl.h
+++ b/dlls/wined3d/wined3d_gl.h
@@ -1911,6 +1911,7 @@
typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue);
typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v);
typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue);
+typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v);
typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
/* GL_EXT_paletted_texture */
#ifndef GL_EXT_paletted_texture
@@ -3578,6 +3579,7 @@
USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVEXTPROC, glPointParameterfvEXT, EXT_POINT_PARAMETERS, NULL )\
/* GL_EXT_secondary_color */ \
USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3UBEXTPROC, glSecondaryColor3ubEXT, EXT_SECONDARY_COLOR, NULL )\
+ USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3UBVEXTPROC, glSecondaryColor3ubvEXT, EXT_SECONDARY_COLOR, NULL )\
USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FEXTPROC, glSecondaryColor3fEXT, EXT_SECONDARY_COLOR, NULL )\
USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FVEXTPROC, glSecondaryColor3fvEXT, EXT_SECONDARY_COLOR, NULL )\
USE_GL_FUNC(PGLFNGLSECONDARYCOLORPOINTEREXTPROC, glSecondaryColorPointerEXT, EXT_SECONDARY_COLOR, NULL )\
diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c
index 0eac6f8..687fe89 100644
--- a/dlls/wined3d/wined3d_main.c
+++ b/dlls/wined3d/wined3d_main.c
@@ -53,20 +53,23 @@
IWineD3D* WINAPI WineDirect3DCreate(UINT dxVersion, IUnknown *parent) {
IWineD3DImpl* object;
- if (!InitAdapters()) {
- WARN("Failed to initialize direct3d adapters, Direct3D will not be available\n");
- if(dxVersion > 7) {
- ERR("Direct3D%d is not available without opengl\n", dxVersion);
- return NULL;
- }
- }
-
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DImpl));
object->lpVtbl = &IWineD3D_Vtbl;
object->dxVersion = dxVersion;
object->ref = 1;
object->parent = parent;
+ if (!InitAdapters(object))
+ {
+ WARN("Failed to initialize direct3d adapters, Direct3D will not be available\n");
+ if (dxVersion > 7)
+ {
+ ERR("Direct3D%d is not available without opengl\n", dxVersion);
+ HeapFree(GetProcessHeap(), 0, object);
+ return NULL;
+ }
+ }
+
TRACE("Created WineD3D object @ %p for d3d%d support\n", object, dxVersion);
return (IWineD3D *)object;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index c2a2e24..443acbc 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -670,6 +670,7 @@
typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
+extern glAttribFunc specular_func_3ubv;
extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
@@ -937,7 +938,6 @@
unsigned int UsedTextureRam;
};
-extern BOOL InitAdapters(void);
extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
@@ -1025,10 +1025,15 @@
/* WineD3D Information */
IUnknown *parent;
UINT dxVersion;
+
+ UINT adapter_count;
+ struct WineD3DAdapter adapters[1];
} IWineD3DImpl;
extern const IWineD3DVtbl IWineD3D_Vtbl;
+BOOL InitAdapters(IWineD3DImpl *This);
+
/* TODO: setup some flags in the registry to enable, disable pbuffer support
(since it will break quite a few things until contexts are managed properly!) */
extern BOOL pbuffer_support;