Lines Matching refs:pCaps

563                             D3DCAPS9 *pCaps )
568 DBG("This=%p DeviceType=%s pCaps=%p\n", This,
569 nine_D3DDEVTYPE_to_str(DeviceType), pCaps);
571 user_assert(pCaps, D3DERR_INVALIDCALL);
585 pCaps->DeviceType = DeviceType;
587 pCaps->AdapterOrdinal = 0;
589 pCaps->Caps = D3DCAPS_READ_SCANLINE;
591 pCaps->Caps2 = /* D3DCAPS2_CANMANAGERESOURCE | */
601 pCaps->Caps3 = D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
606 pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_DEFAULT |
612 pCaps->CursorCaps = D3DCURSORCAPS_COLOR /* | D3DCURSORCAPS_LOWRES*/;
614 pCaps->DevCaps = D3DDEVCAPS_CANBLTSYSTONONLOCAL |
635 pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_MASKZ |
653 pCaps->PrimitiveMiscCaps |= D3DPMISCCAPS_CLIPTLVERTS;
655 pCaps->RasterCaps =
673 pCaps->ZCmpCaps = D3DPCMPCAPS_NEVER |
682 pCaps->SrcBlendCaps = D3DPBLENDCAPS_ZERO |
700 pCaps->DestBlendCaps = pCaps->SrcBlendCaps;
702 pCaps->AlphaCmpCaps = D3DPCMPCAPS_NEVER |
712 pCaps->ShadeCaps = D3DPSHADECAPS_COLORGOURAUDRGB |
717 pCaps->TextureCaps =
733 pCaps->TextureFilterCaps =
747 pCaps->CubeTextureFilterCaps = pCaps->TextureFilterCaps;
748 pCaps->VolumeTextureFilterCaps = pCaps->TextureFilterCaps;
750 pCaps->TextureAddressCaps =
758 pCaps->VolumeTextureAddressCaps = pCaps->TextureAddressCaps;
760 pCaps->LineCaps =
767 pCaps->LineCaps |= D3DLINECAPS_ANTIALIAS;
770 pCaps->MaxTextureWidth =screen->get_param(screen,
772 pCaps->MaxTextureHeight = pCaps->MaxTextureWidth;
773 pCaps->MaxVolumeExtent =
776 pCaps->MaxTextureRepeat = 32768;
777 pCaps->MaxTextureAspectRatio = pCaps->MaxTextureWidth;
779 pCaps->MaxAnisotropy =
783 pCaps->MaxVertexW = 1e10f;
784 pCaps->GuardBandLeft = -1e9f;
785 pCaps->GuardBandTop = -1e9f;
786 pCaps->GuardBandRight = 1e9f;
787 pCaps->GuardBandBottom = 1e9f;
788 pCaps->ExtentsAdjust = 0.0f;
790 pCaps->StencilCaps =
801 pCaps->FVFCaps =
806 pCaps->TextureOpCaps = D3DTEXOPCAPS_DISABLE |
833 pCaps->MaxTextureBlendStages = 8; /* XXX wine */
834 pCaps->MaxSimultaneousTextures = 8;
836 pCaps->VertexProcessingCaps = D3DVTXPCAPS_TEXGEN |
845 pCaps->MaxActiveLights = NINE_MAX_LIGHTS_ACTIVE; /* like GL_LIGHTi */
846 pCaps->MaxUserClipPlanes = PIPE_MAX_CLIP_PLANES;
847 pCaps->MaxVertexBlendMatrices = 4; /* 1 vec4 BLENDWEIGHT/INDICES input */
848 pCaps->MaxVertexBlendMatrixIndex = 8; /* D3DTS_WORLDMATRIX(0..8) */
850 pCaps->MaxPointSize = screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_SIZE);
852 pCaps->MaxPrimitiveCount = 0x555555; /* <- wine, really 0xFFFFFFFF; */
853 pCaps->MaxVertexIndex = 0xFFFFFF; /* <- wine, really 0xFFFFFFFF */
854 pCaps->MaxStreams =
859 pCaps->MaxStreamStride = screen->get_param(screen,
862 pCaps->VertexShaderVersion = D3DVS_VERSION(3,0);
869 pCaps->MaxVertexShaderConst = NINE_MAX_CONST_F;
871 pCaps->PixelShaderVersion = D3DPS_VERSION(3,0);
873 pCaps->PixelShader1xMaxValue = 65504.f;
875 pCaps->DevCaps2 = D3DDEVCAPS2_STREAMOFFSET |
883 pCaps->MasterAdapterOrdinal = 0;
884 pCaps->AdapterOrdinalInGroup = 0;
885 pCaps->NumberOfAdaptersInGroup = 1;
888 pCaps->MaxNpatchTessellationLevel = 0.0f;
889 pCaps->Reserved5 = 0;
892 pCaps->DeclTypes = D3DDTCAPS_UBYTE4 |
903 pCaps->NumSimultaneousRTs =
905 if (pCaps->NumSimultaneousRTs > NINE_MAX_SIMULTANEOUS_RENDERTARGETS)
906 pCaps->NumSimultaneousRTs = NINE_MAX_SIMULTANEOUS_RENDERTARGETS;
908 pCaps->StretchRectFilterCaps = D3DPTFILTERCAPS_MINFPOINT |
914 pCaps->VS20Caps.Caps = D3DVS20CAPS_PREDICATION;
915 pCaps->VS20Caps.DynamicFlowControlDepth = /* XXX is this dynamic ? */
918 pCaps->VS20Caps.NumTemps =
921 pCaps->VS20Caps.StaticFlowControlDepth = /* XXX is this static ? */
926 if (pCaps->VS20Caps.DynamicFlowControlDepth > D3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH
927 || pCaps->VS20Caps.DynamicFlowControlDepth < 0)
928 pCaps->VS20Caps.DynamicFlowControlDepth = D3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
929 if (pCaps->VS20Caps.StaticFlowControlDepth > D3DVS20_MAX_STATICFLOWCONTROLDEPTH
930 || pCaps->VS20Caps.StaticFlowControlDepth < 0)
931 pCaps->VS20Caps.StaticFlowControlDepth = D3DVS20_MAX_STATICFLOWCONTROLDEPTH;
932 if (pCaps->VS20Caps.NumTemps > D3DVS20_MAX_NUMTEMPS)
933 pCaps->VS20Caps.NumTemps = D3DVS20_MAX_NUMTEMPS;
934 assert(pCaps->VS20Caps.DynamicFlowControlDepth >= D3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH);
935 assert(pCaps->VS20Caps.StaticFlowControlDepth >= D3DVS20_MIN_STATICFLOWCONTROLDEPTH);
936 assert(pCaps->VS20Caps.NumTemps >= D3DVS20_MIN_NUMTEMPS);
939 pCaps->PS20Caps.Caps = D3DPS20CAPS_ARBITRARYSWIZZLE |
946 pCaps->PS20Caps.Caps |= D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
951 pCaps->PS20Caps.Caps |= D3DPS20CAPS_NODEPENDENTREADLIMIT;
952 pCaps->PS20Caps.DynamicFlowControlDepth = /* XXX is this dynamic ? */
955 pCaps->PS20Caps.NumTemps =
958 pCaps->PS20Caps.StaticFlowControlDepth = /* XXX is this static ? */
961 pCaps->PS20Caps.NumInstructionSlots =
965 if (pCaps->PS20Caps.DynamicFlowControlDepth > D3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH
966 || pCaps->PS20Caps.DynamicFlowControlDepth < 0)
967 pCaps->PS20Caps.DynamicFlowControlDepth = D3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
968 if (pCaps->PS20Caps.StaticFlowControlDepth > D3DPS20_MAX_STATICFLOWCONTROLDEPTH
969 || pCaps->PS20Caps.StaticFlowControlDepth < 0)
970 pCaps->PS20Caps.StaticFlowControlDepth = D3DPS20_MAX_STATICFLOWCONTROLDEPTH;
971 if (pCaps->PS20Caps.NumTemps > D3DPS20_MAX_NUMTEMPS)
972 pCaps->PS20Caps.NumTemps = D3DPS20_MAX_NUMTEMPS;
973 if (pCaps->PS20Caps.NumInstructionSlots > D3DPS20_MAX_NUMINSTRUCTIONSLOTS)
974 pCaps->PS20Caps.NumInstructionSlots = D3DPS20_MAX_NUMINSTRUCTIONSLOTS;
975 assert(pCaps->PS20Caps.DynamicFlowControlDepth >= D3DPS20_MIN_DYNAMICFLOWCONTROLDEPTH);
976 assert(pCaps->PS20Caps.StaticFlowControlDepth >= D3DPS20_MIN_STATICFLOWCONTROLDEPTH);
977 assert(pCaps->PS20Caps.NumTemps >= D3DPS20_MIN_NUMTEMPS);
978 assert(pCaps->PS20Caps.NumInstructionSlots >= D3DPS20_MIN_NUMINSTRUCTIONSLOTS);
983 pCaps->VertexTextureFilterCaps = pCaps->TextureFilterCaps &
987 pCaps->VertexTextureFilterCaps = 0;
989 pCaps->MaxVertexShader30InstructionSlots =
992 pCaps->MaxPixelShader30InstructionSlots =
995 if (pCaps->MaxVertexShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS)
996 pCaps->MaxVertexShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS;
997 if (pCaps->MaxPixelShader30InstructionSlots > D3DMAX30SHADERINSTRUCTIONS)
998 pCaps->MaxPixelShader30InstructionSlots = D3DMAX30SHADERINSTRUCTIONS;
999 assert(pCaps->MaxVertexShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS);
1000 assert(pCaps->MaxPixelShader30InstructionSlots >= D3DMIN30SHADERINSTRUCTIONS);
1003 pCaps->MaxVShaderInstructionsExecuted = MAX2(65535, pCaps->MaxVertexShader30InstructionSlots * 32);
1004 pCaps->MaxPShaderInstructionsExecuted = MAX2(65535, pCaps->MaxPixelShader30InstructionSlots * 32);
1007 nine_dump_D3DCAPS9(DBG_CHANNEL, pCaps);