diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c index e722f0511bb..99f1fd474a8 100644 --- a/dlls/wined3d/ati_fragment_shader.c +++ b/dlls/wined3d/ati_fragment_shader.c @@ -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