wined3d: Remove an unneeded atifs hack.

The atifs fragment processing implementation doesn't borrow a pixel shader
implementation from anywhere. It was a hack during development, but never needed.
This commit is contained in:
Stefan Dösinger 2008-07-01 17:18:29 -05:00 committed by Alexandre Julliard
parent 49eb123739
commit 155d3ac4cc
1 changed files with 0 additions and 13 deletions

View File

@ -850,19 +850,6 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
mat[1][1] = (mat[1][1] + 1.0) * 0.5;
GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
/* FIXME: This should go away
* This is currently needed because atifs borrows a pixel shader implementation
* from somewhere else, but consumes bump map matrix change events. The other pixel
* shader implementation may need notification about the change to update the texbem
* constants. Once ATIFS supports real shaders on its own, and GLSL/ARB have a replacement
* pipeline this call can go away
*
* FIXME2: Even considering this workaround calling FFPStateTable directly isn't nice
* as well. Better would be to call the model's table we inherit from, but currently
* it is always the FFP table, and as soon as this changes we can remove the call anyway
*/
FFPStateTable[state].apply(state, stateblock, context);
}
#undef GLINFO_LOCATION