Stefan Dösinger : wined3d: Remove the DLL load init function.
Alexandre Julliard
julliard at winehq.org
Tue Jul 8 14:35:34 CDT 2008
Module: wine
Branch: master
Commit: 2d7cdc3ec2da8d574e53ea3de31d0734496da0e5
URL: http://source.winehq.org/git/wine.git/?a=commit;h=2d7cdc3ec2da8d574e53ea3de31d0734496da0e5
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Wed Jul 2 14:52:37 2008 -0500
wined3d: Remove the DLL load init function.
---
dlls/wined3d/arb_program_shader.c | 4 ---
dlls/wined3d/ati_fragment_shader.c | 44 ------------------------------------
dlls/wined3d/baseshader.c | 2 -
dlls/wined3d/glsl_shader.c | 3 --
dlls/wined3d/wined3d_main.c | 5 ----
dlls/wined3d/wined3d_private.h | 1 -
6 files changed, 0 insertions(+), 59 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 42b107a..4c70331 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -2090,9 +2090,6 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info
}
}
-static void shader_arb_load_init(void) {
-}
-
static void shader_arb_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
none_shader_backend.shader_fragment_enable(iface, enable);
}
@@ -2111,7 +2108,6 @@ const shader_backend_t arb_program_shader_backend = {
shader_arb_generate_pshader,
shader_arb_generate_vshader,
shader_arb_get_caps,
- shader_arb_load_init,
shader_arb_fragment_enable,
FFPStateTable
};
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index 888ca14..e596201 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -856,44 +856,6 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
/* our state table. Borrows lots of stuff from the base implementation */
struct StateEntry ATIFSStateTable[STATE_HIGHEST + 1];
-static void init_state_table() {
- unsigned int i;
- const DWORD rep = STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP);
- memcpy(ATIFSStateTable, arb_program_shader_backend.StateTable_remove, sizeof(ATIFSStateTable));
-
- for(i = 0; i < MAX_TEXTURES; i++) {
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply = NULL;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].representative = rep;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].apply = NULL;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].representative = rep;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].apply = NULL;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].representative = rep;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].apply = NULL;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].representative = rep;
-
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].apply = NULL;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].representative = rep;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].apply = NULL;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].representative = rep;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].apply = NULL;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].representative = rep;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].apply = NULL;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].representative = rep;
-
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_RESULTARG)].apply = NULL;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_RESULTARG)].representative = rep;
-
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00)].apply = NULL;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT01)].apply = NULL;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT10)].apply = NULL;
- ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT11)].apply = NULL;
- }
-
- ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].apply = NULL;
- ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].representative = STATE_RENDER(WINED3DRS_TEXTUREFACTOR);
-
-}
-
const struct StateEntryTemplate atifs_fragmentstate_template[] = {
{STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_atifs }},
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }},
@@ -1079,11 +1041,6 @@ static BOOL shader_atifs_dirty_const(IWineD3DDevice *iface) {
return arb_program_shader_backend.shader_dirtifyable_constants(iface);
}
-static void shader_atifs_load_init(void) {
- arb_program_shader_backend.shader_dll_load_init();
- init_state_table();
-}
-
static void shader_atifs_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps) {
arb_program_shader_backend.shader_get_caps(devtype, gl_info, caps);
@@ -1168,7 +1125,6 @@ const shader_backend_t atifs_shader_backend = {
shader_atifs_generate_pshader,
shader_atifs_generate_vshader,
shader_atifs_get_caps,
- shader_atifs_load_init,
shader_atifs_fragment_enable,
ATIFSStateTable
};
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 06dd69d..6f24c91 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -1105,7 +1105,6 @@ static void shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFF
static void shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
FIXME("NONE shader backend asked to generate a vertex shader\n");
}
-static void shader_none_load_init(void) {}
#define GLINFO_LOCATION (*gl_info)
static void shader_none_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
@@ -1214,7 +1213,6 @@ const shader_backend_t none_shader_backend = {
shader_none_generate_pshader,
shader_none_generate_vshader,
shader_none_get_caps,
- shader_none_load_init,
shader_none_fragment_enable,
FFPStateTable
};
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 34b86a3..9bbe418 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3689,8 +3689,6 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_inf
TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
}
-static void shader_glsl_load_init(void) {}
-
static void shader_glsl_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
none_shader_backend.shader_fragment_enable(iface, enable);
}
@@ -3709,7 +3707,6 @@ const shader_backend_t glsl_shader_backend = {
shader_glsl_generate_pshader,
shader_glsl_generate_vshader,
shader_glsl_get_caps,
- shader_glsl_load_init,
shader_glsl_fragment_enable,
FFPStateTable
};
diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c
index 27de876..b75fdf3 100644
--- a/dlls/wined3d/wined3d_main.c
+++ b/dlls/wined3d/wined3d_main.c
@@ -95,11 +95,6 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
DWORD len;
WNDCLASSA wc;
- atifs_shader_backend.shader_dll_load_init();
- glsl_shader_backend.shader_dll_load_init();
- arb_program_shader_backend.shader_dll_load_init();
- none_shader_backend.shader_dll_load_init();
-
/* We need our own window class for a fake window which we use to retrieve GL capabilities */
/* We might need CS_OWNDC in the future if we notice strange things on Windows.
* Various articles/posts about OpenGL problems on Windows recommend this. */
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index af0ee3b..168b940 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -300,7 +300,6 @@ typedef struct {
void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
- void (*shader_dll_load_init)(void);
void (*shader_fragment_enable)(IWineD3DDevice *iface, BOOL enable);
const struct StateEntry *StateTable_remove; /* TODO: This has to go away */
} shader_backend_t;
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