Lines Matching defs:pCaps
560 D3DCAPS9 *pCaps )
565 DBG("This=%p DeviceType=%s pCaps=%p\n", This,
566 nine_D3DDEVTYPE_to_str(DeviceType), pCaps);
568 user_assert(pCaps, D3DERR_INVALIDCALL);
582 pCaps->DeviceType = DeviceType;
584 pCaps->AdapterOrdinal = 0;
586 pCaps->Caps = D3DCAPS_READ_SCANLINE;
588 pCaps->Caps2 = /* D3DCAPS2_CANMANAGERESOURCE | */
598 pCaps->Caps3 = D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
603 pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_DEFAULT |
609 pCaps->CursorCaps = D3DCURSORCAPS_COLOR /* | D3DCURSORCAPS_LOWRES*/;
611 pCaps->DevCaps = D3DDEVCAPS_CANBLTSYSTONONLOCAL |
632 pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_MASKZ |
650 pCaps->PrimitiveMiscCaps |= D3DPMISCCAPS_CLIPTLVERTS;
652 pCaps->RasterCaps =
670 pCaps->ZCmpCaps = D3DPCMPCAPS_NEVER |
679 pCaps->SrcBlendCaps = D3DPBLENDCAPS_ZERO |
697 pCaps->DestBlendCaps = pCaps->SrcBlendCaps;
699 pCaps->AlphaCmpCaps = D3DPCMPCAPS_NEVER |
709 pCaps->ShadeCaps = D3DPSHADECAPS_COLORGOURAUDRGB |
714 pCaps->TextureCaps =
730 pCaps->TextureFilterCaps =
744 pCaps->CubeTextureFilterCaps = pCaps->TextureFilterCaps;
745 pCaps->VolumeTextureFilterCaps = pCaps->TextureFilterCaps;
747 pCaps->TextureAddressCaps =
755 pCaps->VolumeTextureAddressCaps = pCaps->TextureAddressCaps;
757 pCaps->LineCaps =
764 pCaps->LineCaps |= D3DLINECAPS_ANTIALIAS;
767 pCaps->MaxTextureWidth =screen->get_param(screen,
769 pCaps->MaxTextureHeight = pCaps->MaxTextureWidth;
770 pCaps->MaxVolumeExtent =
773 pCaps->MaxTextureRepeat = 32768;
774 pCaps->MaxTextureAspectRatio = pCaps->MaxTextureWidth;
776 pCaps->MaxAnisotropy =
780 pCaps->MaxVertexW = 1e10f;
781 pCaps->GuardBandLeft = -1e9f;
782 pCaps->GuardBandTop = -1e9f;
783 pCaps->GuardBandRight = 1e9f;
784 pCaps->GuardBandBottom = 1e9f;
785 pCaps->ExtentsAdjust = 0.0f;
787 pCaps->StencilCaps =
798 pCaps->FVFCaps =
803 pCaps->TextureOpCaps = D3DTEXOPCAPS_DISABLE |
830 pCaps->MaxTextureBlendStages = 8; /* XXX wine */
832 pCaps->MaxSimultaneousTextures = 8;
834 pCaps->VertexProcessingCaps = D3DVTXPCAPS_TEXGEN |
843 pCaps->MaxActiveLights = NINE_MAX_LIGHTS_ACTIVE; /* like GL_LIGHTi */
844 pCaps->MaxUserClipPlanes = PIPE_MAX_CLIP_PLANES;
845 pCaps->MaxVertexBlendMatrices = 4; /* 1 vec4 BLENDWEIGHT/INDICES input */
846 pCaps->MaxVertexBlendMatrixIndex = 8; /* D3DTS_WORLDMATRIX(0..8) */
848 pCaps->MaxPointSize = screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_WIDTH);
850 pCaps->MaxPrimitiveCount = 0x555555; /* <- wine, really 0xFFFFFFFF; */
851 pCaps->MaxVertexIndex = 0xFFFFFF; /* <- wine, really 0xFFFFFFFF */
852 pCaps->MaxStreams =
857 pCaps->MaxStreamStride = screen->get_param(screen,
860 pCaps->VertexShaderVersion = D3DVS_VERSION(3,0);
867 pCaps->MaxVertexShaderConst = NINE_MAX_CONST_F;
869 pCaps->PixelShaderVersion = D3DPS_VERSION(3,0);
871 pCaps->PixelShader1xMaxValue = 65504.f;
873 pCaps->DevCaps2 = D3DDEVCAPS2_STREAMOFFSET |
881 pCaps->MasterAdapterOrdinal = 0;
882 pCaps->AdapterOrdinalInGroup = 0;
883 pCaps->NumberOfAdaptersInGroup = 1;
886 pCaps->MaxNpatchTessellationLevel = 0.0f;
887 pCaps->Reserved5 = 0;
890 pCaps->DeclTypes = D3DDTCAPS_UBYTE4 |
901 pCaps->NumSimultaneousRTs =
903 if (pCaps->NumSimultaneousRTs > NINE_MAX_SIMULTANEOUS_RENDERTARGETS)
904 pCaps->NumSimultaneousRTs = NINE_MAX_SIMULTANEOUS_RENDERTARGETS;
906 pCaps->StretchRectFilterCaps = D3DPTFILTERCAPS_MINFPOINT |
912 pCaps->VS20Caps.Caps = D3DVS20CAPS_PREDICATION;
913 pCaps->VS20Caps.DynamicFlowControlDepth = /* XXX is this dynamic ? */
916 pCaps->VS20Caps.NumTemps =
919 pCaps->VS20Caps.StaticFlowControlDepth = /* XXX is this static ? */
924 if (pCaps->VS20Caps.DynamicFlowControlDepth > D3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH
925 || pCaps->VS20Caps.DynamicFlowControlDepth < 0)
926 pCaps->VS20Caps.DynamicFlowControlDepth = D3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
927 if (pCaps->VS20Caps.StaticFlowControlDepth > D3DVS20_MAX_STATICFLOWCONTROLDEPTH
928 || pCaps->VS20Caps.StaticFlowControlDepth < 0)
929 pCaps->VS20Caps.StaticFlowControlDepth = D3DVS20_MAX_STATICFLOWCONTROLDEPTH;
930 if (pCaps->VS20Caps.NumTemps > D3DVS20_MAX_NUMTEMPS)
931 pCaps->VS20Caps.NumTemps = D3DVS20_MAX_NUMTEMPS;
932 assert(pCaps->VS20Caps.DynamicFlowControlDepth >= D3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH);
933 assert(pCaps->VS20Caps.StaticFlowControlDepth >= D3DVS20_MIN_STATICFLOWCONTROLDEPTH);
934 assert(pCaps->VS20Caps.NumTemps >= D3DVS20_MIN_NUMTEMPS);
937 pCaps->PS20Caps.Caps = D3DPS20CAPS_ARBITRARYSWIZZLE |
944 pCaps->PS20Caps.Caps |= D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
949 pCaps->PS20Caps.Caps |= D3DPS20CAPS_NODEPENDENTREADLIMIT;
950 pCaps->PS20Caps.DynamicFlowControlDepth = /* XXX is this dynamic ? */
953 pCaps->PS20Caps.NumTemps =
956 pCaps->PS20Caps.StaticFlowControlDepth = /* XXX is this static ? */
959 pCaps->PS20Caps.NumInstructionSlots =
963 if (pCaps->PS20Caps.DynamicFlowControlDepth > D3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH
964 || pCaps->PS20Caps.DynamicFlowControlDepth < 0)
965 pCaps->PS20Caps.DynamicFlowControlDepth = D3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
966 if (pCaps->PS20Caps.StaticFlowControlDepth > D3DPS20_MAX_STATICFLOWCONTROLDEPTH
967 || pCaps->PS20Caps.StaticFlowControlDepth < 0)
968 pCaps->PS20Caps.StaticFlowControlDepth = D3DPS20_MAX_STATICFLOWCONTROLDEPTH;
969 if (pCaps->PS20Caps.NumTemps > D3DPS20_MAX_NUMTEMPS)
970 pCaps->PS20Caps.NumTemps = D3DPS20_MAX_NUMTEMPS;
971 if (pCaps->PS20Caps.NumInstructionSlots > D3DPS20_MAX_NUMINSTRUCTIONSLOTS)
972 pCaps->PS20Caps.NumInstructionSlots = D3DPS20_MAX_NUMINSTRUCTIONSLOTS;
973 assert(pCaps->PS20Caps.DynamicFlowControlDepth >= D3DPS20_MIN_DYNAMICFLOWCONTROLDEPTH);
974 assert(pCaps->PS20Caps.StaticFlowControlDepth >= D3DPS20_MIN_STATICFLOWCONTROLDEPTH);
975 assert(pCaps->PS20Caps.NumTemps >= D3DPS20_MIN_NUMTEMPS);
976 assert(pCaps->PS20Caps.NumInstructionSlots >= D3DPS20_MIN_NUMINSTRUCTIONSLOTS);
981 pCaps->VertexTextureFilterCaps = pCaps->TextureFilterCaps &
985 pCaps->VertexTextureFilterCaps = 0;
987 pCaps->MaxVertexShader30InstructionSlots =
990 pCaps->MaxPixelShader30InstructionSlots =
993 if (pCaps->MaxVertexShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS)
994 pCaps->MaxVertexShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS;
995 if (pCaps->MaxPixelShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS)
996 pCaps->MaxPixelShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS;
997 assert(pCaps->MaxVertexShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS);
998 assert(pCaps->MaxPixelShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS);
1001 pCaps->MaxVShaderInstructionsExecuted = MAX2(65535, pCaps->MaxVertexShader30InstructionSlots * 32);
1002 pCaps->MaxPShaderInstructionsExecuted = MAX2(65535, pCaps->MaxPixelShader30InstructionSlots * 32);
1005 nine_dump_D3DCAPS9(DBG_CHANNEL, pCaps);