Stefan Dösinger : wined3d: Replace an #if 0 with if(0) .

Alexandre Julliard julliard at winehq.org
Thu Aug 28 07:00:32 CDT 2008


Module: wine
Branch: master
Commit: 005e5e868e5077c7cd8d17c90f653e745290f240
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=005e5e868e5077c7cd8d17c90f653e745290f240

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Thu Aug 21 13:30:57 2008 -0500

wined3d: Replace an #if 0 with if(0).

---

 dlls/wined3d/arb_program_shader.c |   16 ++++++++--------
 1 files changed, 8 insertions(+), 8 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 86faaf2..616c12e 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -645,15 +645,15 @@ static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const c
         case WINED3DFMT_V16U16:
             if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
               (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
-#if 0
-                /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
-                 * disabled until an application that needs it is found because it causes unneeded
-                 * shader recompilation in some game
-                 */
-                if(strlen(writemask) >= 4) {
-                    shader_addline(buffer, "MOV %s.%c, %s;\n", reg, one);
+                if(0) {
+                    /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
+                     * disabled until an application that needs it is found because it causes unneeded
+                     * shader recompilation in some game
+                     */
+                    if(strlen(writemask) >= 4) {
+                        shader_addline(buffer, "MOV %s.%c, %s;\n", reg, writemask[3], one);
+                    }
                 }
-#endif
             } else {
                 /* Correct the sign, but leave the blue as it is - it was loaded correctly already
                  * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale




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