wined3d: Remove some unused code.
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@ -181,9 +181,6 @@ const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
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const GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
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const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
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extern const struct filter_lookup filter_lookup_nofilter;
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extern struct filter_lookup filter_lookup;
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/* float_16_to_32() and float_32_to_16() (see implementation in
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* surface_base.c) convert 16 bit floats in the FLOAT16 data type
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* to standard C floats and vice versa. They do not depend on the encoding
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@ -1474,12 +1471,6 @@ extern const IWineD3DVtbl IWineD3D_Vtbl;
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BOOL InitAdapters(IWineD3DImpl *This);
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/* TODO: setup some flags in the registry to enable, disable pbuffer support
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(since it will break quite a few things until contexts are managed properly!) */
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extern BOOL pbuffer_support;
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/* allocate one pbuffer per surface */
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extern BOOL pbuffer_per_surface;
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/* A helper function that dumps a resource list */
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void dumpResources(struct list *list);
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@ -1794,10 +1785,6 @@ HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DT
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BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
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DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
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void basetexture_unload(IWineD3DBaseTexture *iface);
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static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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This->baseTexture.is_srgb = srgb;
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}
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/*****************************************************************************
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* IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
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