Andrew Talbot : wined3d: Remove unused variables.

Alexandre Julliard julliard at winehq.org
Wed Apr 30 06:57:08 CDT 2008


Module: wine
Branch: master
Commit: 0de14c37e53b1992a11b2afa5274b69633a8a2e1
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=0de14c37e53b1992a11b2afa5274b69633a8a2e1

Author: Andrew Talbot <andrew.talbot at talbotville.com>
Date:   Tue Apr 29 21:29:45 2008 +0100

wined3d: Remove unused variables.

---

 dlls/wined3d/arb_program_shader.c |    8 --------
 dlls/wined3d/device.c             |    8 +++-----
 dlls/wined3d/drawprim.c           |    2 --
 dlls/wined3d/surface.c            |    3 ---
 4 files changed, 3 insertions(+), 18 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 6bed3c5..bc55712 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -1226,9 +1226,6 @@ void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
 void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
 
      SHADER_BUFFER* buffer = arg->buffer;
-     IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
-     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
-     DWORD flags;
 
      DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
      char dst_str[8];
@@ -1238,23 +1235,18 @@ void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
      pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
      shader_addline(buffer, "MOV TMP.r, %s.g;\n", src_str);
      shader_addline(buffer, "MOV TMP.g, %s.b;\n", src_str);
-     flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
      shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
 }
 
 void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
 
     SHADER_BUFFER* buffer = arg->buffer;
-    IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
-    IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
-    DWORD flags;
     DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
     char dst_str[8];
     char src_str[50];
 
     sprintf(dst_str, "T%u", reg1);
     pshader_gen_input_modifier_line(arg->shader, buffer, arg->src[0], 0, src_str);
-    flags = reg1 < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg1][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
     shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
 }
 
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 89eb835..5021d97 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -7334,11 +7334,10 @@ static HRESULT  WINAPI  IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice
 
 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
     IWineD3DSwapChain *swapchain;
-    HRESULT hrc = WINED3D_OK;
 
     TRACE("Relaying  to swapchain\n");
 
-    if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
+    if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
         IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
         IWineD3DSwapChain_Release(swapchain);
     }
@@ -7347,12 +7346,11 @@ static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT
 
 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
     IWineD3DSwapChain *swapchain;
-    HRESULT hrc = WINED3D_OK;
 
     TRACE("Relaying  to swapchain\n");
 
-    if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
-        hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
+    if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
+        IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
         IWineD3DSwapChain_Release(swapchain);
     }
     return;
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 35822c9..e8b39f8 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -156,7 +156,6 @@ void primitiveDeclarationConvertToStridedData(
     int i;
     WINED3DVERTEXELEMENT *element;
     DWORD stride;
-    int reg;
     DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
     DWORD *streams = vertexDeclaration->streams;
 
@@ -214,7 +213,6 @@ void primitiveDeclarationConvertToStridedData(
             }
         }
         data += element->Offset;
-        reg = element->Reg;
 
         TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
 
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index c462bd2..2c84f0c 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -868,7 +868,6 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
     int bpp;
     GLenum format, internal, type;
     CONVERT_TYPES convert;
-    BOOL srcIsUpsideDown;
     GLint prevRead;
 
     d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
@@ -895,7 +894,6 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
          */
         TRACE("Locking offscreen render target\n");
         glReadBuffer(device->offscreenBuffer);
-        srcIsUpsideDown = TRUE;
     } else {
         GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
         TRACE("Locking %#x buffer\n", buffer);
@@ -903,7 +901,6 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
         checkGLcall("glReadBuffer");
 
         IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
-        srcIsUpsideDown = FALSE;
     }
 
     if(!(This->Flags & SFLAG_ALLOCATED)) {




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