Ivan Gyurdiev : wined3d: Remove dead shader code.

Alexandre Julliard julliard at wine.codeweavers.com
Sun May 7 03:36:30 CDT 2006


Module: wine
Branch: refs/heads/master
Commit: dbf545098240feb185113d7e1d6043076d401eb6
URL:    http://source.winehq.org/git/?p=wine.git;a=commit;h=dbf545098240feb185113d7e1d6043076d401eb6

Author: Ivan Gyurdiev <ivg2 at cornell.edu>
Date:   Mon Apr 24 04:30:59 2006 -0400

wined3d: Remove dead shader code.

---

 dlls/wined3d/drawprim.c |   77 -----------------------------------------------
 1 files changed, 0 insertions(+), 77 deletions(-)

diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 8dd23db..d6b2d07 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -2086,57 +2086,6 @@ void drawPrimitive(IWineD3DDevice *iface
     /* Ok, we will be updating the screen from here onwards so grab the lock */
     ENTER_GL();
 
-#if 0 /* TODO: vertex and pixel shaders */
-    /* If we will be using a pixel, do some initialization for it */
-    if ((pixel_shader = PIXEL_SHADER(This->stateBlock->PixelShader))) {
-        TRACE("drawing with pixel shader handle %p\n", pixel_shader);
-        memset(&pixel_shader->input, 0, sizeof(PSHADERINPUTDATA8));
-
-        GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId));
-        checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId);");
-        glEnable(GL_FRAGMENT_PROGRAM_ARB);
-        checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
-
-        /* init Constants */
-        if (This->stateBlock->Changed.pixelShaderConstant) {
-            TRACE_(d3d_shader)("pixel shader initializing constants %p\n",pixel_shader);
-            IDirect3DPixelShaderImpl_SetConstantF(pixel_shader, 0, (CONST FLOAT*) &This->stateBlock->pixelShaderConstant[0], 8);
-        }
-        /* Update the constants */
-        for (i = 0; i < D3D8_PSHADER_MAX_CONSTANTS; ++i) {
-            GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, (GLfloat *)&This->stateBlock->pixelShaderConstant[i]));
-            checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB");
-        }
-    }
-#endif /* TODO: vertex and pixel shaders */
-
-#if 0 /* TODO: vertex and pixel shaders */
-    /* If we will be using a pixel, do some initialization for it */
-    if ((pixel_shader = PIXEL_SHADER(This->stateBlock->PixelShader))) {
-        TRACE("drawing with pixel shader handle %p\n", pixel_shader);
-        memset(&pixel_shader->input, 0, sizeof(PSHADERINPUTDATA8));
-
-        GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId));
-        checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId);");
-        glEnable(GL_FRAGMENT_PROGRAM_ARB);
-        checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
-
-        /* init Constants */
-        if (This->stateBlock->Changed.pixelShaderConstant) {
-            TRACE_(d3d_shader)("pixel shader initializing constants %p\n",pixel_shader);
-            IDirect3DPixelShaderImpl_SetConstantF(pixel_shader, 0, (CONST FLOAT*) 
-                &This->stateBlock->pixelShaderConstant[0], 8);
-        }
-        /* Update the constants */
-        for (i = 0; i < D3D8_PSHADER_MAX_CONSTANTS; ++i) {
-            GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, 
-                (GLfloat *)&This->stateBlock->pixelShaderConstant[i]));
-
-            checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB");
-        }
-    }
-#endif /* TODO: vertex and pixel shaders */
-
     /* Initialize all values to null */
     memset(&dataLocations, 0x00, sizeof(dataLocations));
     /* convert the FVF or vertexDeclaration into a strided stream (this should be done when the fvf or declaration is created) */
@@ -2198,32 +2147,6 @@ #endif
         TRACE("Restored lighting to original state\n");
     }
 
-#if 0 /* TODO: vertex and pixel shaders */
-    if (pixel_shader)
-    {
-#if 0
-      GLint errPos;
-      glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
-      if (errPos != -1)
-        FIXME("HW PixelShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) );
-#endif
-      glDisable(GL_FRAGMENT_PROGRAM_ARB);
-    }
-#endif
-
-#if 0 /* TODO: vertex and pixel shaders */
-    if (pixel_shader)
-    {
-#if 0
-      GLint errPos;
-      glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
-      if (errPos != -1)
-        FIXME("HW PixelShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) );
-#endif
-      glDisable(GL_FRAGMENT_PROGRAM_ARB);
-    }
-#endif
-
     /* Finshed updating the screen, restore lock */
     LEAVE_GL();
     TRACE("Done all gl drawing\n");




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