[WINED3D] Remove unused field in shader opcode_arg
Ivan Gyurdiev
ivg231 at gmail.com
Sun Oct 1 07:07:53 CDT 2006
Field sneaked into a recent patch by mistake.
It was originally intended to clean up usage of upward references to
access the stateBlock in opcodes. I've since then changed my mind, and
now I think all references to the stateblock should be removed from the
opcodes in general. We should copy the stateblock data and store it
locally. Then we'll be able to compare if the stateblock changes require
a shader recompile in a central function, and rebuild the shader if
necessary. The opcodes themselves should use the local copy of the data
when compiling.
-------------- next part --------------
---
dlls/wined3d/wined3d_private.h | 1 -
1 files changed, 0 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d2ee681..9312b3b 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1412,7 +1412,6 @@ typedef struct SHADER_OPCODE {
} SHADER_OPCODE;
typedef struct SHADER_OPCODE_ARG {
- IWineD3DStateBlock* stateBlock;
IWineD3DBaseShader* shader;
shader_reg_maps* reg_maps;
CONST SHADER_OPCODE* opcode;
--
1.4.2.1
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