Ivan Gyurdiev : wined3d: Remove dead shader code.
Alexandre Julliard
julliard at wine.codeweavers.com
Sun May 7 03:36:30 CDT 2006
Module: wine
Branch: refs/heads/master
Commit: dbf545098240feb185113d7e1d6043076d401eb6
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=dbf545098240feb185113d7e1d6043076d401eb6
Author: Ivan Gyurdiev <ivg2 at cornell.edu>
Date: Mon Apr 24 04:30:59 2006 -0400
wined3d: Remove dead shader code.
---
dlls/wined3d/drawprim.c | 77 -----------------------------------------------
1 files changed, 0 insertions(+), 77 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 8dd23db..d6b2d07 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -2086,57 +2086,6 @@ void drawPrimitive(IWineD3DDevice *iface
/* Ok, we will be updating the screen from here onwards so grab the lock */
ENTER_GL();
-#if 0 /* TODO: vertex and pixel shaders */
- /* If we will be using a pixel, do some initialization for it */
- if ((pixel_shader = PIXEL_SHADER(This->stateBlock->PixelShader))) {
- TRACE("drawing with pixel shader handle %p\n", pixel_shader);
- memset(&pixel_shader->input, 0, sizeof(PSHADERINPUTDATA8));
-
- GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId));
- checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId);");
- glEnable(GL_FRAGMENT_PROGRAM_ARB);
- checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
-
- /* init Constants */
- if (This->stateBlock->Changed.pixelShaderConstant) {
- TRACE_(d3d_shader)("pixel shader initializing constants %p\n",pixel_shader);
- IDirect3DPixelShaderImpl_SetConstantF(pixel_shader, 0, (CONST FLOAT*) &This->stateBlock->pixelShaderConstant[0], 8);
- }
- /* Update the constants */
- for (i = 0; i < D3D8_PSHADER_MAX_CONSTANTS; ++i) {
- GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, (GLfloat *)&This->stateBlock->pixelShaderConstant[i]));
- checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB");
- }
- }
-#endif /* TODO: vertex and pixel shaders */
-
-#if 0 /* TODO: vertex and pixel shaders */
- /* If we will be using a pixel, do some initialization for it */
- if ((pixel_shader = PIXEL_SHADER(This->stateBlock->PixelShader))) {
- TRACE("drawing with pixel shader handle %p\n", pixel_shader);
- memset(&pixel_shader->input, 0, sizeof(PSHADERINPUTDATA8));
-
- GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId));
- checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId);");
- glEnable(GL_FRAGMENT_PROGRAM_ARB);
- checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
-
- /* init Constants */
- if (This->stateBlock->Changed.pixelShaderConstant) {
- TRACE_(d3d_shader)("pixel shader initializing constants %p\n",pixel_shader);
- IDirect3DPixelShaderImpl_SetConstantF(pixel_shader, 0, (CONST FLOAT*)
- &This->stateBlock->pixelShaderConstant[0], 8);
- }
- /* Update the constants */
- for (i = 0; i < D3D8_PSHADER_MAX_CONSTANTS; ++i) {
- GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i,
- (GLfloat *)&This->stateBlock->pixelShaderConstant[i]));
-
- checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB");
- }
- }
-#endif /* TODO: vertex and pixel shaders */
-
/* Initialize all values to null */
memset(&dataLocations, 0x00, sizeof(dataLocations));
/* convert the FVF or vertexDeclaration into a strided stream (this should be done when the fvf or declaration is created) */
@@ -2198,32 +2147,6 @@ #endif
TRACE("Restored lighting to original state\n");
}
-#if 0 /* TODO: vertex and pixel shaders */
- if (pixel_shader)
- {
-#if 0
- GLint errPos;
- glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
- if (errPos != -1)
- FIXME("HW PixelShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) );
-#endif
- glDisable(GL_FRAGMENT_PROGRAM_ARB);
- }
-#endif
-
-#if 0 /* TODO: vertex and pixel shaders */
- if (pixel_shader)
- {
-#if 0
- GLint errPos;
- glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
- if (errPos != -1)
- FIXME("HW PixelShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) );
-#endif
- glDisable(GL_FRAGMENT_PROGRAM_ARB);
- }
-#endif
-
/* Finshed updating the screen, restore lock */
LEAVE_GL();
TRACE("Done all gl drawing\n");
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