wined3d: Set ffp caps in the ffp backend, not the shader backend.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index ec43fec..327a14f 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -218,12 +218,6 @@
} SHADER_BUFFER;
struct shader_caps {
- DWORD PrimitiveMiscCaps;
-
- DWORD TextureOpCaps;
- DWORD MaxTextureBlendStages;
- DWORD MaxSimultaneousTextures;
-
DWORD VertexShaderVersion;
DWORD MaxVertexShaderConst;
@@ -546,8 +540,17 @@
struct StateEntry content;
};
+struct fragment_caps {
+ DWORD PrimitiveMiscCaps;
+
+ DWORD TextureOpCaps;
+ DWORD MaxTextureBlendStages;
+ DWORD MaxSimultaneousTextures;
+};
+
struct fragment_pipeline {
void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
+ void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
const struct StateEntryTemplate *states;
};