From: Józef Kucia Subject: [PATCH 06/10] d3d9: Get rid of WINECAPSTOD3D9CAPS() macro. Message-Id: <20170221122447.9358-6-jkucia@codeweavers.com> Date: Tue, 21 Feb 2017 13:24:43 +0100 In-Reply-To: <20170221122447.9358-1-jkucia@codeweavers.com> References: <20170221122447.9358-1-jkucia@codeweavers.com> Signed-off-by: Józef Kucia --- dlls/d3d9/d3d9_private.h | 78 +--------------------------------------------- dlls/d3d9/device.c | 81 +++++++++++++++++++++++++++++++++++++++++++++++- dlls/d3d9/directx.c | 2 +- 3 files changed, 82 insertions(+), 79 deletions(-) diff --git a/dlls/d3d9/d3d9_private.h b/dlls/d3d9/d3d9_private.h index 88c3cfa..4407c2f 100644 --- a/dlls/d3d9/d3d9_private.h +++ b/dlls/d3d9/d3d9_private.h @@ -47,83 +47,7 @@ BOOL is_gdi_compat_wined3dformat(enum wined3d_format_id format) DECLSPEC_HIDDEN; enum wined3d_format_id wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_HIDDEN; void present_parameters_from_wined3d_swapchain_desc(D3DPRESENT_PARAMETERS *present_parameters, const struct wined3d_swapchain_desc *swapchain_desc) DECLSPEC_HIDDEN; - -#define WINECAPSTOD3D9CAPS(_pD3D9Caps, _pWineCaps) \ - _pD3D9Caps->DeviceType = (D3DDEVTYPE) (_pWineCaps)->DeviceType; \ - _pD3D9Caps->AdapterOrdinal = (_pWineCaps)->AdapterOrdinal; \ - _pD3D9Caps->Caps = (_pWineCaps)->Caps; \ - _pD3D9Caps->Caps2 = (_pWineCaps)->Caps2; \ - _pD3D9Caps->Caps3 = (_pWineCaps)->Caps3; \ - _pD3D9Caps->PresentationIntervals = (_pWineCaps)->PresentationIntervals; \ - _pD3D9Caps->CursorCaps = (_pWineCaps)->CursorCaps; \ - _pD3D9Caps->DevCaps = (_pWineCaps)->DevCaps; \ - _pD3D9Caps->PrimitiveMiscCaps = (_pWineCaps)->PrimitiveMiscCaps; \ - _pD3D9Caps->RasterCaps = (_pWineCaps)->RasterCaps; \ - _pD3D9Caps->ZCmpCaps = (_pWineCaps)->ZCmpCaps; \ - _pD3D9Caps->SrcBlendCaps = (_pWineCaps)->SrcBlendCaps; \ - _pD3D9Caps->DestBlendCaps = (_pWineCaps)->DestBlendCaps; \ - _pD3D9Caps->AlphaCmpCaps = (_pWineCaps)->AlphaCmpCaps; \ - _pD3D9Caps->ShadeCaps = (_pWineCaps)->ShadeCaps; \ - _pD3D9Caps->TextureCaps = (_pWineCaps)->TextureCaps; \ - _pD3D9Caps->TextureFilterCaps = (_pWineCaps)->TextureFilterCaps; \ - _pD3D9Caps->CubeTextureFilterCaps = (_pWineCaps)->CubeTextureFilterCaps; \ - _pD3D9Caps->VolumeTextureFilterCaps = (_pWineCaps)->VolumeTextureFilterCaps; \ - _pD3D9Caps->TextureAddressCaps = (_pWineCaps)->TextureAddressCaps; \ - _pD3D9Caps->VolumeTextureAddressCaps = (_pWineCaps)->VolumeTextureAddressCaps; \ - _pD3D9Caps->LineCaps = (_pWineCaps)->LineCaps; \ - _pD3D9Caps->MaxTextureWidth = (_pWineCaps)->MaxTextureWidth; \ - _pD3D9Caps->MaxTextureHeight = (_pWineCaps)->MaxTextureHeight; \ - _pD3D9Caps->MaxVolumeExtent = (_pWineCaps)->MaxVolumeExtent; \ - _pD3D9Caps->MaxTextureRepeat = (_pWineCaps)->MaxTextureRepeat; \ - _pD3D9Caps->MaxTextureAspectRatio = (_pWineCaps)->MaxTextureAspectRatio; \ - _pD3D9Caps->MaxAnisotropy = (_pWineCaps)->MaxAnisotropy; \ - _pD3D9Caps->MaxVertexW = (_pWineCaps)->MaxVertexW; \ - _pD3D9Caps->GuardBandLeft = (_pWineCaps)->GuardBandLeft; \ - _pD3D9Caps->GuardBandTop = (_pWineCaps)->GuardBandTop; \ - _pD3D9Caps->GuardBandRight = (_pWineCaps)->GuardBandRight; \ - _pD3D9Caps->GuardBandBottom = (_pWineCaps)->GuardBandBottom; \ - _pD3D9Caps->ExtentsAdjust = (_pWineCaps)->ExtentsAdjust; \ - _pD3D9Caps->StencilCaps = (_pWineCaps)->StencilCaps; \ - _pD3D9Caps->FVFCaps = (_pWineCaps)->FVFCaps; \ - _pD3D9Caps->TextureOpCaps = (_pWineCaps)->TextureOpCaps; \ - _pD3D9Caps->MaxTextureBlendStages = (_pWineCaps)->MaxTextureBlendStages; \ - _pD3D9Caps->MaxSimultaneousTextures = (_pWineCaps)->MaxSimultaneousTextures; \ - _pD3D9Caps->VertexProcessingCaps = (_pWineCaps)->VertexProcessingCaps; \ - _pD3D9Caps->MaxActiveLights = (_pWineCaps)->MaxActiveLights; \ - _pD3D9Caps->MaxUserClipPlanes = (_pWineCaps)->MaxUserClipPlanes; \ - _pD3D9Caps->MaxVertexBlendMatrices = (_pWineCaps)->MaxVertexBlendMatrices; \ - _pD3D9Caps->MaxVertexBlendMatrixIndex = (_pWineCaps)->MaxVertexBlendMatrixIndex; \ - _pD3D9Caps->MaxPointSize = (_pWineCaps)->MaxPointSize; \ - _pD3D9Caps->MaxPrimitiveCount = (_pWineCaps)->MaxPrimitiveCount; \ - _pD3D9Caps->MaxVertexIndex = (_pWineCaps)->MaxVertexIndex; \ - _pD3D9Caps->MaxStreams = (_pWineCaps)->MaxStreams; \ - _pD3D9Caps->MaxStreamStride = (_pWineCaps)->MaxStreamStride; \ - _pD3D9Caps->VertexShaderVersion = (_pWineCaps)->VertexShaderVersion; \ - _pD3D9Caps->MaxVertexShaderConst = (_pWineCaps)->MaxVertexShaderConst; \ - _pD3D9Caps->PixelShaderVersion = (_pWineCaps)->PixelShaderVersion; \ - _pD3D9Caps->PixelShader1xMaxValue = (_pWineCaps)->PixelShader1xMaxValue; \ - _pD3D9Caps->DevCaps2 = (_pWineCaps)->DevCaps2; \ - _pD3D9Caps->MaxNpatchTessellationLevel = (_pWineCaps)->MaxNpatchTessellationLevel; \ - _pD3D9Caps->MasterAdapterOrdinal = (_pWineCaps)->MasterAdapterOrdinal; \ - _pD3D9Caps->AdapterOrdinalInGroup = (_pWineCaps)->AdapterOrdinalInGroup; \ - _pD3D9Caps->NumberOfAdaptersInGroup = (_pWineCaps)->NumberOfAdaptersInGroup; \ - _pD3D9Caps->DeclTypes = (_pWineCaps)->DeclTypes; \ - _pD3D9Caps->NumSimultaneousRTs = (_pWineCaps)->NumSimultaneousRTs; \ - _pD3D9Caps->StretchRectFilterCaps = (_pWineCaps)->StretchRectFilterCaps; \ - _pD3D9Caps->VS20Caps.Caps = (_pWineCaps)->VS20Caps.caps; \ - _pD3D9Caps->VS20Caps.DynamicFlowControlDepth = (_pWineCaps)->VS20Caps.dynamic_flow_control_depth; \ - _pD3D9Caps->VS20Caps.NumTemps = (_pWineCaps)->VS20Caps.temp_count; \ - _pD3D9Caps->VS20Caps.StaticFlowControlDepth = (_pWineCaps)->VS20Caps.static_flow_control_depth; \ - _pD3D9Caps->PS20Caps.Caps = (_pWineCaps)->PS20Caps.caps; \ - _pD3D9Caps->PS20Caps.DynamicFlowControlDepth = (_pWineCaps)->PS20Caps.dynamic_flow_control_depth; \ - _pD3D9Caps->PS20Caps.NumTemps = (_pWineCaps)->PS20Caps.temp_count; \ - _pD3D9Caps->PS20Caps.StaticFlowControlDepth = (_pWineCaps)->PS20Caps.static_flow_control_depth; \ - _pD3D9Caps->PS20Caps.NumInstructionSlots = (_pWineCaps)->PS20Caps.instruction_slot_count; \ - _pD3D9Caps->VertexTextureFilterCaps = (_pWineCaps)->VertexTextureFilterCaps; \ - _pD3D9Caps->MaxVShaderInstructionsExecuted = (_pWineCaps)->MaxVShaderInstructionsExecuted; \ - _pD3D9Caps->MaxPShaderInstructionsExecuted = (_pWineCaps)->MaxPShaderInstructionsExecuted; \ - _pD3D9Caps->MaxVertexShader30InstructionSlots = (_pWineCaps)->MaxVertexShader30InstructionSlots; \ - _pD3D9Caps->MaxPixelShader30InstructionSlots = (_pWineCaps)->MaxPixelShader30InstructionSlots; +void d3dcaps_from_wined3dcaps(D3DCAPS9 *caps, const WINED3DCAPS *wined3d_caps) DECLSPEC_HIDDEN; struct d3d9 { diff --git a/dlls/d3d9/device.c b/dlls/d3d9/device.c index 7e56436..a1a9ea1 100644 --- a/dlls/d3d9/device.c +++ b/dlls/d3d9/device.c @@ -251,6 +251,85 @@ static BOOL wined3d_swapchain_desc_from_present_parameters(struct wined3d_swapch return TRUE; } +void d3dcaps_from_wined3dcaps(D3DCAPS9 *caps, const WINED3DCAPS *wined3d_caps) +{ + caps->DeviceType = (D3DDEVTYPE)wined3d_caps->DeviceType; + caps->AdapterOrdinal = wined3d_caps->AdapterOrdinal; + caps->Caps = wined3d_caps->Caps; + caps->Caps2 = wined3d_caps->Caps2; + caps->Caps3 = wined3d_caps->Caps3; + caps->PresentationIntervals = wined3d_caps->PresentationIntervals; + caps->CursorCaps = wined3d_caps->CursorCaps; + caps->DevCaps = wined3d_caps->DevCaps; + caps->PrimitiveMiscCaps = wined3d_caps->PrimitiveMiscCaps; + caps->RasterCaps = wined3d_caps->RasterCaps; + caps->ZCmpCaps = wined3d_caps->ZCmpCaps; + caps->SrcBlendCaps = wined3d_caps->SrcBlendCaps; + caps->DestBlendCaps = wined3d_caps->DestBlendCaps; + caps->AlphaCmpCaps = wined3d_caps->AlphaCmpCaps; + caps->ShadeCaps = wined3d_caps->ShadeCaps; + caps->TextureCaps = wined3d_caps->TextureCaps; + caps->TextureFilterCaps = wined3d_caps->TextureFilterCaps; + caps->CubeTextureFilterCaps = wined3d_caps->CubeTextureFilterCaps; + caps->VolumeTextureFilterCaps = wined3d_caps->VolumeTextureFilterCaps; + caps->TextureAddressCaps = wined3d_caps->TextureAddressCaps; + caps->VolumeTextureAddressCaps = wined3d_caps->VolumeTextureAddressCaps; + caps->LineCaps = wined3d_caps->LineCaps; + caps->MaxTextureWidth = wined3d_caps->MaxTextureWidth; + caps->MaxTextureHeight = wined3d_caps->MaxTextureHeight; + caps->MaxVolumeExtent = wined3d_caps->MaxVolumeExtent; + caps->MaxTextureRepeat = wined3d_caps->MaxTextureRepeat; + caps->MaxTextureAspectRatio = wined3d_caps->MaxTextureAspectRatio; + caps->MaxAnisotropy = wined3d_caps->MaxAnisotropy; + caps->MaxVertexW = wined3d_caps->MaxVertexW; + caps->GuardBandLeft = wined3d_caps->GuardBandLeft; + caps->GuardBandTop = wined3d_caps->GuardBandTop; + caps->GuardBandRight = wined3d_caps->GuardBandRight; + caps->GuardBandBottom = wined3d_caps->GuardBandBottom; + caps->ExtentsAdjust = wined3d_caps->ExtentsAdjust; + caps->StencilCaps = wined3d_caps->StencilCaps; + caps->FVFCaps = wined3d_caps->FVFCaps; + caps->TextureOpCaps = wined3d_caps->TextureOpCaps; + caps->MaxTextureBlendStages = wined3d_caps->MaxTextureBlendStages; + caps->MaxSimultaneousTextures = wined3d_caps->MaxSimultaneousTextures; + caps->VertexProcessingCaps = wined3d_caps->VertexProcessingCaps; + caps->MaxActiveLights = wined3d_caps->MaxActiveLights; + caps->MaxUserClipPlanes = wined3d_caps->MaxUserClipPlanes; + caps->MaxVertexBlendMatrices = wined3d_caps->MaxVertexBlendMatrices; + caps->MaxVertexBlendMatrixIndex = wined3d_caps->MaxVertexBlendMatrixIndex; + caps->MaxPointSize = wined3d_caps->MaxPointSize; + caps->MaxPrimitiveCount = wined3d_caps->MaxPrimitiveCount; + caps->MaxVertexIndex = wined3d_caps->MaxVertexIndex; + caps->MaxStreams = wined3d_caps->MaxStreams; + caps->MaxStreamStride = wined3d_caps->MaxStreamStride; + caps->VertexShaderVersion = wined3d_caps->VertexShaderVersion; + caps->MaxVertexShaderConst = wined3d_caps->MaxVertexShaderConst; + caps->PixelShaderVersion = wined3d_caps->PixelShaderVersion; + caps->PixelShader1xMaxValue = wined3d_caps->PixelShader1xMaxValue; + caps->DevCaps2 = wined3d_caps->DevCaps2; + caps->MaxNpatchTessellationLevel = wined3d_caps->MaxNpatchTessellationLevel; + caps->MasterAdapterOrdinal = wined3d_caps->MasterAdapterOrdinal; + caps->AdapterOrdinalInGroup = wined3d_caps->AdapterOrdinalInGroup; + caps->NumberOfAdaptersInGroup = wined3d_caps->NumberOfAdaptersInGroup; + caps->DeclTypes = wined3d_caps->DeclTypes; + caps->NumSimultaneousRTs = wined3d_caps->NumSimultaneousRTs; + caps->StretchRectFilterCaps = wined3d_caps->StretchRectFilterCaps; + caps->VS20Caps.Caps = wined3d_caps->VS20Caps.caps; + caps->VS20Caps.DynamicFlowControlDepth = wined3d_caps->VS20Caps.dynamic_flow_control_depth; + caps->VS20Caps.NumTemps = wined3d_caps->VS20Caps.temp_count; + caps->VS20Caps.StaticFlowControlDepth = wined3d_caps->VS20Caps.static_flow_control_depth; + caps->PS20Caps.Caps = wined3d_caps->PS20Caps.caps; + caps->PS20Caps.DynamicFlowControlDepth = wined3d_caps->PS20Caps.dynamic_flow_control_depth; + caps->PS20Caps.NumTemps = wined3d_caps->PS20Caps.temp_count; + caps->PS20Caps.StaticFlowControlDepth = wined3d_caps->PS20Caps.static_flow_control_depth; + caps->PS20Caps.NumInstructionSlots = wined3d_caps->PS20Caps.instruction_slot_count; + caps->VertexTextureFilterCaps = wined3d_caps->VertexTextureFilterCaps; + caps->MaxVShaderInstructionsExecuted = wined3d_caps->MaxVShaderInstructionsExecuted; + caps->MaxPShaderInstructionsExecuted = wined3d_caps->MaxPShaderInstructionsExecuted; + caps->MaxVertexShader30InstructionSlots = wined3d_caps->MaxVertexShader30InstructionSlots; + caps->MaxPixelShader30InstructionSlots = wined3d_caps->MaxPixelShader30InstructionSlots; +} + static HRESULT WINAPI d3d9_device_QueryInterface(IDirect3DDevice9Ex *iface, REFIID riid, void **out) { TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out); @@ -420,7 +499,7 @@ static HRESULT WINAPI d3d9_device_GetDeviceCaps(IDirect3DDevice9Ex *iface, D3DCA hr = wined3d_device_get_device_caps(device->wined3d_device, &wined3d_caps); wined3d_mutex_unlock(); - WINECAPSTOD3D9CAPS(caps, &wined3d_caps) + d3dcaps_from_wined3dcaps(caps, &wined3d_caps); /* Some functionality is implemented in d3d9.dll, not wined3d.dll. Add the needed caps */ caps->DevCaps2 |= D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES; diff --git a/dlls/d3d9/directx.c b/dlls/d3d9/directx.c index 2e6db8a..4470bc2 100644 --- a/dlls/d3d9/directx.c +++ b/dlls/d3d9/directx.c @@ -440,7 +440,7 @@ static HRESULT WINAPI d3d9_GetDeviceCaps(IDirect3D9Ex *iface, UINT adapter, D3DD hr = wined3d_get_device_caps(d3d9->wined3d, adapter, device_type, &wined3d_caps); wined3d_mutex_unlock(); - WINECAPSTOD3D9CAPS(caps, &wined3d_caps) + d3dcaps_from_wined3dcaps(caps, &wined3d_caps); /* Some functionality is implemented in d3d9.dll, not wined3d.dll. Add the needed caps */ caps->DevCaps2 |= D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES; -- 2.10.2