[PATCH] WineD3D: remove more junk=0A=

Stefan Doesinger stefan at codeweavers.com
Thu Aug 21 13:39:13 CDT 2008

 dlls/wined3d/vertexshader.c |   18 ------------------=0A=
 1 files changed, 0 insertions(+), 18 deletions(-)=0A=
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c=0A=
index 5fab988..928b97d 100644=0A=
--- a/dlls/wined3d/vertexshader.c=0A=
+++ b/dlls/wined3d/vertexshader.c=0A=
@@ -34,24 +34,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);=0A=
 #define GLINFO_LOCATION ((IWineD3DDeviceImpl =
-/* Shader debugging - Change the following line to enable debugging of =
-      vertex shaders                                                    =
-#if 0 /* Musxt not be 1 in cvs version */=0A=
-# define VSTRACE(A) TRACE A=0A=
-# define TRACE_VSVECTOR(name) TRACE( #name "=3D(%f, %f, %f, %f)\n", =
name.x, name.y, name.z, name.w)=0A=
-# define VSTRACE(A)=0A=
-# define TRACE_VSVECTOR(name)=0A=
- * NVIDIA: DX8 Vertex Shader to NV Vertex Program=0A=
- *  http://developer.nvidia.com/view.asp?IO=3Dvstovp=0A=
- *=0A=
- * NVIDIA: Memory Management with VAR=0A=
- *  http://developer.nvidia.com/view.asp?IO=3Dvar_memory_management=0A=
- */=0A=
 /* TODO: Vertex and Pixel shaders are almost identical, the only =
exception being the way that some of the data is looked up or the =
availability of some of the data i.e. some instructions are only valid =
for pshaders and some for vshaders=0A=
 because of this the bulk of the software pipeline can be shared between =
pixel and vertex shaders... and it wouldn't surprise me if the program =
can be cross compiled using a large body of shared code */=0A=
-- =0A=


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