[PATCH 3/5] wined3d: Remove ffp_proj_control flag from the GLSL shader backend.

Matteo Bruni mbruni at codeweavers.com
Thu Jun 18 17:07:40 CDT 2015


Using the GLSL shader backend implies GLSL vp and fp replacements, which
means the capability is always available.
---
 dlls/wined3d/glsl_shader.c | 6 +-----
 1 file changed, 1 insertion(+), 5 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 1f6ce09..509c619 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -105,7 +105,6 @@ struct shader_glsl_priv {
     const struct fragment_pipeline *fragment_pipe;
     struct wine_rb_tree ffp_vertex_shaders;
     struct wine_rb_tree ffp_fragment_shaders;
-    BOOL ffp_proj_control;
     BOOL legacy_lighting;
 };
 
@@ -7364,7 +7363,6 @@ static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct win
     priv->vertex_pipe = vertex_pipe;
     priv->fragment_pipe = fragment_pipe;
     fragment_pipe->get_caps(gl_info, &fragment_caps);
-    priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
     priv->legacy_lighting = device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING;
 
     device->vertex_priv = vertex_priv;
@@ -7641,9 +7639,7 @@ static void shader_glsl_handle_instruction(const struct wined3d_shader_instructi
 
 static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv)
 {
-    struct shader_glsl_priv *priv = shader_priv;
-
-    return priv->ffp_proj_control;
+    return TRUE;
 }
 
 const struct wined3d_shader_backend_ops glsl_shader_backend =
-- 
2.3.6




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