Henri Verbeet : wined3d: Get rid of the unused DeviceType parameter to select_shader_mode().
Alexandre Julliard
julliard at winehq.org
Thu Sep 17 13:53:13 CDT 2009
Module: wine
Branch: master
Commit: 4aaf47f27722f5b7bb722ff6cc21c2b1cd5d6458
URL: http://source.winehq.org/git/wine.git/?a=commit;h=4aaf47f27722f5b7bb722ff6cc21c2b1cd5d6458
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Sep 17 12:35:27 2009 +0200
wined3d: Get rid of the unused DeviceType parameter to select_shader_mode().
---
dlls/wined3d/directx.c | 23 ++++++++++-------------
1 files changed, 10 insertions(+), 13 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 6b92c0c..d2ffaed 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -377,11 +377,9 @@ static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
return ref;
}
-/* Set the shader type for this device, depending on the given capabilities,
- * the device type, and the user preferences in wined3d_settings */
-
-static void select_shader_mode(const struct wined3d_gl_info *gl_info,
- WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
+/* Set the shader type for this device, depending on the given capabilities
+ * and the user preferences in wined3d_settings. */
+static void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
{
if (wined3d_settings.vs_mode == VS_NONE) {
*vs_selected = SHADER_NONE;
@@ -2716,7 +2714,7 @@ static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
{
int vs_selected_mode;
int ps_selected_mode;
- select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
+ select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
TRACE_(d3d_caps)("[OK]\n");
@@ -3577,7 +3575,7 @@ static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adap
int vs_selected_mode;
int ps_selected_mode;
- select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
+ select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
ret = &glsl_shader_backend;
} else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
@@ -3595,7 +3593,7 @@ static const struct fragment_pipeline *select_fragment_implementation(struct Win
int vs_selected_mode;
int ps_selected_mode;
- select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
+ select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
return &arbfp_fragment_pipeline;
} else if(ps_selected_mode == SHADER_ATI) {
@@ -3615,7 +3613,7 @@ static const struct blit_shader *select_blit_implementation(struct WineD3DAdapte
int vs_selected_mode;
int ps_selected_mode;
- select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
+ select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
return &arbfp_blit;
} else {
@@ -3645,7 +3643,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
return WINED3DERR_INVALIDCALL;
}
- select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
+ select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
/* This function should *not* be modifying GL caps
* TODO: move the functionality where it belongs */
@@ -4263,8 +4261,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
object->adapterNo = Adapter;
object->devType = DeviceType;
- select_shader_mode(&adapter->gl_info, DeviceType,
- &object->ps_selected_mode, &object->vs_selected_mode);
+ select_shader_mode(&adapter->gl_info, &object->ps_selected_mode, &object->vs_selected_mode);
object->shader_backend = select_shader_backend(adapter, DeviceType);
memset(&shader_caps, 0, sizeof(shader_caps));
@@ -4762,7 +4759,7 @@ BOOL InitAdapters(IWineD3DImpl *This)
WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
- select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
+ select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
fillGLAttribFuncs(&adapter->gl_info);
adapter->opengl = TRUE;
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