[PATCH] WineD3D: remove some dead code=0A=

Stefan Doesinger stefan at codeweavers.com
Fri Jul 4 17:43:57 CDT 2008


=0A=
---=0A=
 dlls/wined3d/state.c |   30 ------------------------------=0A=
 1 files changed, 0 insertions(+), 30 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c=0A=
index d86fb6e..106fb55 100644=0A=
--- a/dlls/wined3d/state.c=0A=
+++ b/dlls/wined3d/state.c=0A=
@@ -4473,42 +4473,12 @@ static void ffp_fragment_get_caps(WINED3DDEVTYPE =
devtype, WineD3D_GL_Info *gl_in=0A=
     if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))=0A=
         pCaps->TextureOpCaps |=3D WINED3DTEXOPCAPS_DOTPRODUCT3;=0A=
 =0A=
-    if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {=0A=
-        pCaps->TextureOpCaps |=3D =
WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |=0A=
-                WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;=0A=
-    }=0A=
-=0A=
     if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {=0A=
         pCaps->TextureOpCaps |=3D WINED3DTEXOPCAPS_BUMPENVMAP;=0A=
-    } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {=0A=
-        /* Bump mapping is supported already in NV_TEXTURE_SHADER, but =
that extension does=0A=
-         * not support 3D textures. This asks for trouble if an app =
uses both bump mapping=0A=
-         * and 3D textures. It also allows us to keep the code simpler =
by having texture=0A=
-         * shaders constantly enabled.=0A=
-         */=0A=
-        pCaps->TextureOpCaps |=3D WINED3DTEXOPCAPS_BUMPENVMAP;=0A=
-        /* TODO: Luminance bump map? */=0A=
     }=0A=
 =0A=
-#if 0=0A=
-    /* FIXME: Add=0A=
-            pCaps->TextureOpCaps |=3D =
WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE=0A=
-            WINED3DTEXOPCAPS_PREMODULATE */=0A=
-#endif=0A=
-=0A=
     pCaps->MaxTextureBlendStages   =3D GL_LIMITS(texture_stages);=0A=
     pCaps->MaxSimultaneousTextures =3D GL_LIMITS(textures);=0A=
-=0A=
-    if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {=0A=
-        pCaps->PrimitiveMiscCaps |=3D  WINED3DPMISCCAPS_TSSARGTEMP;=0A=
-    }=0A=
-=0A=
-    /* The caps below can be supported but aren't handled yet in =
utils.c 'd3dta_to_combiner_input', disable them until support is fixed */=0A=
-#if 0=0A=
-    if (GL_SUPPORT(NV_REGISTER_COMBINERS2))=0A=
-    pCaps->PrimitiveMiscCaps |=3D  WINED3DPMISCCAPS_PERSTAGECONSTANT;=0A=
-#endif=0A=
-=0A=
 }=0A=
 =0A=
 static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return =
WINED3D_OK; }=0A=
-- =0A=
1.5.4.5=0A=
=0A=

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