Stefan Dösinger : wined3d: Remove the unused stateblock vertex blend member.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Dec 11 07:45:03 CST 2006
Module: wine
Branch: master
Commit: a628b99d6308a7abb4fe4fa6884951d755f7fea0
URL: http://source.winehq.org/git/wine.git/?a=commit;h=a628b99d6308a7abb4fe4fa6884951d755f7fea0
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Fri Dec 8 20:02:31 2006 +0100
wined3d: Remove the unused stateblock vertex blend member.
---
dlls/wined3d/device.c | 8 +-------
dlls/wined3d/stateblock.c | 1 -
dlls/wined3d/wined3d_private.h | 1 -
3 files changed, 1 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 18e2a29..e1fbd50 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3381,14 +3381,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
case WINED3DRS_RANGEFOGENABLE :
case WINED3DRS_FOGCOLOR :
case WINED3DRS_FOGDENSITY :
- StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
- break;
-
case WINED3DRS_VERTEXBLEND :
- {
- This->updateStateBlock->vertex_blend = (WINED3DVERTEXBLENDFLAGS) Value;
- TRACE("Vertex Blending state to %d\n", Value);
- }
+ StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
break;
case WINED3DRS_TWEENFACTOR :
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 8974501..c0db61f 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -167,7 +167,6 @@ void stateblock_copy(
Dest->viewport = This->viewport;
Dest->material = This->material;
Dest->pixelShader = This->pixelShader;
- Dest->vertex_blend = This->vertex_blend;
Dest->tween_factor = This->tween_factor;
Dest->glsl_program = This->glsl_program;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 9d453b2..cd49944 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1172,7 +1172,6 @@ struct IWineD3DStateBlockImpl
float *pixelShaderConstantF;
/* Indexed Vertex Blending */
- WINED3DVERTEXBLENDFLAGS vertex_blend;
FLOAT tween_factor;
/* RenderState */
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