Stefan Dösinger : wined3d: Remove some more junk code.

Alexandre Julliard julliard at winehq.org
Thu Aug 28 07:00:33 CDT 2008


Module: wine
Branch: master
Commit: a580325a47abe42e078978aaf79a5efc7a575d62
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=a580325a47abe42e078978aaf79a5efc7a575d62

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Thu Aug 21 13:33:11 2008 -0500

wined3d: Remove some more junk code.

---

 dlls/wined3d/device.c       |   10 ----------
 dlls/wined3d/pixelshader.c  |    8 --------
 dlls/wined3d/state.c        |   22 ----------------------
 dlls/wined3d/vertexshader.c |   18 ------------------
 4 files changed, 0 insertions(+), 58 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index a569e96..e199ad1 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2172,10 +2172,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
 
     ENTER_GL();
 
-#if 0
-    IWineD3DImpl_CheckGraphicsMemory();
-#endif
-
     { /* Set a default viewport */
         WINED3DVIEWPORT vp;
         vp.X      = 0;
@@ -7589,12 +7585,6 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
                         This->stateBlock->streamSource[streamNumber] = 0;
                     }
                 }
-#if 0   /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
-                 else { /* This shouldn't happen */
-                    FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
-                }
-#endif
-
             }
         }
         break;
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 3a55df7..29cd368 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -34,14 +34,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
 
 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
 
-#if 0 /* Must not be 1 in cvs version */
-# define PSTRACE(A) TRACE A
-# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
-#else
-# define PSTRACE(A)
-# define TRACE_VSVECTOR(name)
-#endif
-
 #define GLNAME_REQUIRE_GLSL  ((const char *)1)
 
 static HRESULT  WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 22b0e7b..c53f398 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -4185,28 +4185,6 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
         }
     }
 
-#if 0 /* FOG  ----------------------------------------------*/
-    if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
-        /* TODO: fog*/
-    if (GL_SUPPORT(EXT_FOG_COORD) {
-             glEnableClientState(GL_FOG_COORDINATE_EXT);
-            (GL_EXTCALL)(FogCoordPointerEXT)(
-                WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
-                sd->u.s.fog.dwStride,
-                sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
-        } else {
-            /* don't bother falling back to 'slow' as we don't support software FOG yet. */
-            /* FIXME: fixme once */
-            TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
-        }
-    } else {
-        if (GL_SUPPRT(EXT_FOR_COORD) {
-             /* make sure fog is disabled */
-             glDisableClientState(GL_FOG_COORDINATE_EXT);
-        }
-    }
-#endif
-
     /* Point Size ----------------------------------------------*/
     if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
 
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 5fab988..928b97d 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -34,24 +34,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
 
 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
 
-/* Shader debugging - Change the following line to enable debugging of software
-      vertex shaders                                                             */
-#if 0 /* Musxt not be 1 in cvs version */
-# define VSTRACE(A) TRACE A
-# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
-#else
-# define VSTRACE(A)
-# define TRACE_VSVECTOR(name)
-#endif
-
-/**
- * NVIDIA: DX8 Vertex Shader to NV Vertex Program
- *  http://developer.nvidia.com/view.asp?IO=vstovp
- *
- * NVIDIA: Memory Management with VAR
- *  http://developer.nvidia.com/view.asp?IO=var_memory_management
- */
-
 /* TODO: Vertex and Pixel shaders are almost identical, the only exception being the way that some of the data is looked up or the availability of some of the data i.e. some instructions are only valid for pshaders and some for vshaders
 because of this the bulk of the software pipeline can be shared between pixel and vertex shaders... and it wouldn't surprise me if the program can be cross compiled using a large body of shared code */
 




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