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