Lines Matching refs:caps
417 if (caps->m & p##_##n) \
424 nine_dump_D3DCAPS9(unsigned ch, const D3DCAPS9 *caps) in nine_dump_D3DCAPS9() argument
431 DBG_FLAG(ch, "D3DCAPS9(%p): (out of memory)\n", caps); in nine_dump_D3DCAPS9()
435 C2S("DeviceType: %s\n", nine_D3DDEVTYPE_to_str(caps->DeviceType)); in nine_dump_D3DCAPS9()
437 C2S("AdapterOrdinal: %u\nCaps:", caps->AdapterOrdinal); in nine_dump_D3DCAPS9()
438 if (caps->Caps & 0x20000) in nine_dump_D3DCAPS9()
440 if (caps->Caps & ~0x20000) in nine_dump_D3DCAPS9()
441 C2S(" %x", caps->Caps & ~0x20000); in nine_dump_D3DCAPS9()
678 C2S("\nMaxTextureWidth: %u", caps->MaxTextureWidth); in nine_dump_D3DCAPS9()
679 C2S("\nMaxTextureHeight: %u", caps->MaxTextureHeight); in nine_dump_D3DCAPS9()
680 C2S("\nMaxVolumeExtent: %u", caps->MaxVolumeExtent); in nine_dump_D3DCAPS9()
681 C2S("\nMaxTextureRepeat: %u", caps->MaxTextureRepeat); in nine_dump_D3DCAPS9()
682 C2S("\nMaxTextureAspectRatio: %u", caps->MaxTextureAspectRatio); in nine_dump_D3DCAPS9()
683 C2S("\nMaxAnisotropy: %u", caps->MaxAnisotropy); in nine_dump_D3DCAPS9()
684 C2S("\nMaxVertexW: %f", caps->MaxVertexW); in nine_dump_D3DCAPS9()
687 caps->GuardBandLeft, caps->GuardBandTop, in nine_dump_D3DCAPS9()
688 caps->GuardBandRight, caps->GuardBandBottom); in nine_dump_D3DCAPS9()
690 C2S("\nExtentsAdjust: %f", caps->ExtentsAdjust); in nine_dump_D3DCAPS9()
713 C2S("\nMaxTextureBlendStages: %u", caps->MaxTextureBlendStages); in nine_dump_D3DCAPS9()
714 C2S("\nMaxSimultaneousTextures: %u", caps->MaxTextureBlendStages); in nine_dump_D3DCAPS9()
726 C2S("\nMaxActiveLights: %u", caps->MaxActiveLights); in nine_dump_D3DCAPS9()
727 C2S("\nMaxUserClipPlanes: %u", caps->MaxUserClipPlanes); in nine_dump_D3DCAPS9()
728 C2S("\nMaxVertexBlendMatrices: %u", caps->MaxVertexBlendMatrices); in nine_dump_D3DCAPS9()
729 C2S("\nMaxVertexBlendMatrixIndex: %u", caps->MaxVertexBlendMatrixIndex); in nine_dump_D3DCAPS9()
730 C2S("\nMaxPointSize: %f", caps->MaxPointSize); in nine_dump_D3DCAPS9()
731 C2S("\nMaxPrimitiveCount: 0x%x", caps->MaxPrimitiveCount); in nine_dump_D3DCAPS9()
732 C2S("\nMaxVertexIndex: 0x%x", caps->MaxVertexIndex); in nine_dump_D3DCAPS9()
733 C2S("\nMaxStreams: %u", caps->MaxStreams); in nine_dump_D3DCAPS9()
734 C2S("\nMaxStreamStride: 0x%x", caps->MaxStreamStride); in nine_dump_D3DCAPS9()
736 C2S("\nVertexShaderVersion: %08x", caps->VertexShaderVersion); in nine_dump_D3DCAPS9()
737 C2S("\nMaxVertexShaderConst: %u", caps->MaxVertexShaderConst); in nine_dump_D3DCAPS9()
738 C2S("\nPixelShaderVersion: %08x", caps->PixelShaderVersion); in nine_dump_D3DCAPS9()
739 C2S("\nPixelShader1xMaxValue: %f", caps->PixelShader1xMaxValue); in nine_dump_D3DCAPS9()
741 DBG_FLAG(ch, "D3DCAPS9(%p) part 1:\n%s\n", caps, s); in nine_dump_D3DCAPS9()
753 C2S("\nMasterAdapterOrdinal: %u", caps->MasterAdapterOrdinal); in nine_dump_D3DCAPS9()
754 C2S("\nAdapterOrdinalInGroup: %u", caps->AdapterOrdinalInGroup); in nine_dump_D3DCAPS9()
755 C2S("\nNumberOfAdaptersInGroup: %u", caps->NumberOfAdaptersInGroup); in nine_dump_D3DCAPS9()
769 C2S("\nNumSimultaneousRTs: %u", caps->NumSimultaneousRTs); in nine_dump_D3DCAPS9()
777 C2S("\nVS20Caps.Caps: Predication=%s", caps->VS20Caps.Caps ? "yes" : "no"); in nine_dump_D3DCAPS9()
778 C2S("\nVS20Caps.DynamicFlowControlDepth: %u", caps->VS20Caps.DynamicFlowControlDepth); in nine_dump_D3DCAPS9()
779 C2S("\nVS20Caps.NumTemps: %u", caps->VS20Caps.NumTemps); in nine_dump_D3DCAPS9()
780 C2S("\nVS20Caps.StaticFlowControlDepth: %u", caps->VS20Caps.StaticFlowControlDepth); in nine_dump_D3DCAPS9()
782 C2S("\nPS20Caps.Caps: Predication=%s", caps->VS20Caps.Caps ? "yes" : "no"); in nine_dump_D3DCAPS9()
783 C2S("\nPS20Caps.DynamicFlowControlDepth: %u", caps->PS20Caps.DynamicFlowControlDepth); in nine_dump_D3DCAPS9()
784 C2S("\nPS20Caps.NumTemps: %u", caps->PS20Caps.NumTemps); in nine_dump_D3DCAPS9()
785 C2S("\nPS20Caps.StaticFlowControlDepth: %u", caps->PS20Caps.StaticFlowControlDepth); in nine_dump_D3DCAPS9()
786 C2S("\nPS20Caps.NumInstructionSlots: %u", caps->PS20Caps.NumInstructionSlots); in nine_dump_D3DCAPS9()
803 C2S("\nMaxVShaderInstructionsExecuted: %u", caps->MaxVShaderInstructionsExecuted); in nine_dump_D3DCAPS9()
804 C2S("\nMaxPShaderInstructionsExecuted: %u", caps->MaxPShaderInstructionsExecuted); in nine_dump_D3DCAPS9()
805 C2S("\nMaxVertexShader30InstructionSlots: %u >= 512", caps->MaxVertexShader30InstructionSlots); in nine_dump_D3DCAPS9()
806 C2S("\nMaxPixelShader30InstructionSlots: %u >= 512", caps->MaxPixelShader30InstructionSlots); in nine_dump_D3DCAPS9()
808 DBG_FLAG(ch, "D3DCAPS9(%p) part 2:\n%s\n", caps, s); in nine_dump_D3DCAPS9()