Stefan Dösinger : wined3d: Remove an unneeded atifs hack.

Alexandre Julliard julliard at winehq.org
Tue Jul 8 06:10:48 CDT 2008


Module: wine
Branch: master
Commit: 155d3ac4cc9fa8444a63d72a15f2f10186b43f93
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=155d3ac4cc9fa8444a63d72a15f2f10186b43f93

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Tue Jul  1 17:18:29 2008 -0500

wined3d: Remove an unneeded atifs hack.

The atifs fragment processing implementation doesn't borrow a pixel shader
implementation from anywhere. It was a hack during development, but never needed.

---

 dlls/wined3d/ati_fragment_shader.c |   13 -------------
 1 files changed, 0 insertions(+), 13 deletions(-)

diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index e722f05..99f1fd4 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -850,19 +850,6 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
     mat[1][1] = (mat[1][1] + 1.0) * 0.5;
     GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
     checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
-
-    /* FIXME: This should go away
-     * This is currently needed because atifs borrows a pixel shader implementation
-     * from somewhere else, but consumes bump map matrix change events. The other pixel
-     * shader implementation may need notification about the change to update the texbem
-     * constants. Once ATIFS supports real shaders on its own, and GLSL/ARB have a replacement
-     * pipeline this call can go away
-     *
-     * FIXME2: Even considering this workaround calling FFPStateTable directly isn't nice
-     * as well. Better would be to call the model's table we inherit from, but currently
-     * it is always the FFP table, and as soon as this changes we can remove the call anyway
-     */
-    FFPStateTable[state].apply(state, stateblock, context);
 }
 #undef GLINFO_LOCATION
 




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