[PATCH] WineD3D: Remove the DLL load init function=0A=
Stefan Doesinger
stefan at codeweavers.com
Wed Jul 2 14:52:37 CDT 2008
=0A=
It's not needed any more=0A=
---=0A=
dlls/wined3d/arb_program_shader.c | 4 ---=0A=
dlls/wined3d/ati_fragment_shader.c | 44 =
------------------------------------=0A=
dlls/wined3d/baseshader.c | 2 -=0A=
dlls/wined3d/glsl_shader.c | 3 --=0A=
dlls/wined3d/wined3d_main.c | 5 ----=0A=
dlls/wined3d/wined3d_private.h | 1 -=0A=
6 files changed, 0 insertions(+), 59 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/arb_program_shader.c =
b/dlls/wined3d/arb_program_shader.c=0A=
index 42b107a..4c70331 100644=0A=
--- a/dlls/wined3d/arb_program_shader.c=0A=
+++ b/dlls/wined3d/arb_program_shader.c=0A=
@@ -2090,9 +2090,6 @@ static void shader_arb_get_caps(WINED3DDEVTYPE =
devtype, WineD3D_GL_Info *gl_info=0A=
}=0A=
}=0A=
=0A=
-static void shader_arb_load_init(void) {=0A=
-}=0A=
-=0A=
static void shader_arb_fragment_enable(IWineD3DDevice *iface, BOOL =
enable) {=0A=
none_shader_backend.shader_fragment_enable(iface, enable);=0A=
}=0A=
@@ -2111,7 +2108,6 @@ const shader_backend_t arb_program_shader_backend =
=3D {=0A=
shader_arb_generate_pshader,=0A=
shader_arb_generate_vshader,=0A=
shader_arb_get_caps,=0A=
- shader_arb_load_init,=0A=
shader_arb_fragment_enable,=0A=
FFPStateTable=0A=
};=0A=
diff --git a/dlls/wined3d/ati_fragment_shader.c =
b/dlls/wined3d/ati_fragment_shader.c=0A=
index 888ca14..e596201 100644=0A=
--- a/dlls/wined3d/ati_fragment_shader.c=0A=
+++ b/dlls/wined3d/ati_fragment_shader.c=0A=
@@ -856,44 +856,6 @@ static void set_bumpmat(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3D=0A=
/* our state table. Borrows lots of stuff from the base implementation =
*/=0A=
struct StateEntry ATIFSStateTable[STATE_HIGHEST + 1];=0A=
=0A=
-static void init_state_table() {=0A=
- unsigned int i;=0A=
- const DWORD rep =3D STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP);=0A=
- memcpy(ATIFSStateTable, =
arb_program_shader_backend.StateTable_remove, sizeof(ATIFSStateTable));=0A=
-=0A=
- for(i =3D 0; i < MAX_TEXTURES; i++) {=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_COLOROP)].apply =3D NULL;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_COLOROP)].representative =3D rep;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_COLORARG1)].apply =3D NULL;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_COLORARG1)].representative =3D rep;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_COLORARG2)].apply =3D NULL;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_COLORARG2)].representative =3D rep;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_COLORARG0)].apply =3D NULL;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_COLORARG0)].representative =3D rep;=0A=
-=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_ALPHAOP)].apply =3D NULL;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_ALPHAOP)].representative =3D rep;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_ALPHAARG1)].apply =3D NULL;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_ALPHAARG1)].representative =3D rep;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_ALPHAARG2)].apply =3D NULL;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_ALPHAARG2)].representative =3D rep;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_ALPHAARG0)].apply =3D NULL;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_ALPHAARG0)].representative =3D rep;=0A=
-=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_RESULTARG)].apply =3D NULL;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_RESULTARG)].representative =3D rep;=0A=
-=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_BUMPENVMAT00)].apply =3D NULL;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_BUMPENVMAT01)].apply =3D NULL;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_BUMPENVMAT10)].apply =3D NULL;=0A=
- ATIFSStateTable[STATE_TEXTURESTAGE(i, =
WINED3DTSS_BUMPENVMAT11)].apply =3D NULL;=0A=
- }=0A=
-=0A=
- ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].apply =3D =
NULL;=0A=
- =
ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].representative =
=3D STATE_RENDER(WINED3DRS_TEXTUREFACTOR);=0A=
-=0A=
-}=0A=
-=0A=
const struct StateEntryTemplate atifs_fragmentstate_template[] =3D {=0A=
{STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { =
STATE_RENDER(WINED3DRS_TEXTUREFACTOR), =
state_texfactor_atifs }},=0A=
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { =
STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs =
}},=0A=
@@ -1079,11 +1041,6 @@ static BOOL =
shader_atifs_dirty_const(IWineD3DDevice *iface) {=0A=
return =
arb_program_shader_backend.shader_dirtifyable_constants(iface);=0A=
}=0A=
=0A=
-static void shader_atifs_load_init(void) {=0A=
- arb_program_shader_backend.shader_dll_load_init();=0A=
- init_state_table();=0A=
-}=0A=
-=0A=
static void shader_atifs_get_caps(WINED3DDEVTYPE devtype, =
WineD3D_GL_Info *gl_info, struct shader_caps *caps) {=0A=
arb_program_shader_backend.shader_get_caps(devtype, gl_info, caps);=0A=
=0A=
@@ -1168,7 +1125,6 @@ const shader_backend_t atifs_shader_backend =3D {=0A=
shader_atifs_generate_pshader,=0A=
shader_atifs_generate_vshader,=0A=
shader_atifs_get_caps,=0A=
- shader_atifs_load_init,=0A=
shader_atifs_fragment_enable,=0A=
ATIFSStateTable=0A=
};=0A=
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c=0A=
index 06dd69d..6f24c91 100644=0A=
--- a/dlls/wined3d/baseshader.c=0A=
+++ b/dlls/wined3d/baseshader.c=0A=
@@ -1105,7 +1105,6 @@ static void =
shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFF=0A=
static void shader_none_generate_vshader(IWineD3DVertexShader *iface, =
SHADER_BUFFER *buffer) {=0A=
FIXME("NONE shader backend asked to generate a vertex shader\n");=0A=
}=0A=
-static void shader_none_load_init(void) {}=0A=
=0A=
#define GLINFO_LOCATION (*gl_info)=0A=
static void shader_none_get_caps(WINED3DDEVTYPE devtype, =
WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {=0A=
@@ -1214,7 +1213,6 @@ const shader_backend_t none_shader_backend =3D {=0A=
shader_none_generate_pshader,=0A=
shader_none_generate_vshader,=0A=
shader_none_get_caps,=0A=
- shader_none_load_init,=0A=
shader_none_fragment_enable,=0A=
FFPStateTable=0A=
};=0A=
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c=0A=
index 34b86a3..9bbe418 100644=0A=
--- a/dlls/wined3d/glsl_shader.c=0A=
+++ b/dlls/wined3d/glsl_shader.c=0A=
@@ -3689,8 +3689,6 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE =
devtype, WineD3D_GL_Info *gl_inf=0A=
TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled =
(GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, =
pCaps->PixelShaderVersion & 0xff);=0A=
}=0A=
=0A=
-static void shader_glsl_load_init(void) {}=0A=
-=0A=
static void shader_glsl_fragment_enable(IWineD3DDevice *iface, BOOL =
enable) {=0A=
none_shader_backend.shader_fragment_enable(iface, enable);=0A=
}=0A=
@@ -3709,7 +3707,6 @@ const shader_backend_t glsl_shader_backend =3D {=0A=
shader_glsl_generate_pshader,=0A=
shader_glsl_generate_vshader,=0A=
shader_glsl_get_caps,=0A=
- shader_glsl_load_init,=0A=
shader_glsl_fragment_enable,=0A=
FFPStateTable=0A=
};=0A=
diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c=0A=
index 27de876..b75fdf3 100644=0A=
--- a/dlls/wined3d/wined3d_main.c=0A=
+++ b/dlls/wined3d/wined3d_main.c=0A=
@@ -95,11 +95,6 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD =
fdwReason, LPVOID lpv)=0A=
DWORD len;=0A=
WNDCLASSA wc;=0A=
=0A=
- atifs_shader_backend.shader_dll_load_init();=0A=
- glsl_shader_backend.shader_dll_load_init();=0A=
- arb_program_shader_backend.shader_dll_load_init();=0A=
- none_shader_backend.shader_dll_load_init();=0A=
-=0A=
/* We need our own window class for a fake window which we use =
to retrieve GL capabilities */=0A=
/* We might need CS_OWNDC in the future if we notice strange =
things on Windows.=0A=
* Various articles/posts about OpenGL problems on Windows =
recommend this. */=0A=
diff --git a/dlls/wined3d/wined3d_private.h =
b/dlls/wined3d/wined3d_private.h=0A=
index af0ee3b..168b940 100644=0A=
--- a/dlls/wined3d/wined3d_private.h=0A=
+++ b/dlls/wined3d/wined3d_private.h=0A=
@@ -300,7 +300,6 @@ typedef struct {=0A=
void (*shader_generate_pshader)(IWineD3DPixelShader *iface, =
SHADER_BUFFER *buffer);=0A=
void (*shader_generate_vshader)(IWineD3DVertexShader *iface, =
SHADER_BUFFER *buffer);=0A=
void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info =
*gl_info, struct shader_caps *caps);=0A=
- void (*shader_dll_load_init)(void);=0A=
void (*shader_fragment_enable)(IWineD3DDevice *iface, BOOL enable);=0A=
const struct StateEntry *StateTable_remove; /* TODO: This has to go =
away */=0A=
} shader_backend_t;=0A=
-- =0A=
1.5.4.5=0A=
=0A=
------=_NextPart_000_0009_01C8E0EC.E9F2B440--
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