wined3d: Remove the DLL load init function.
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94b723505f
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2d7cdc3ec2
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@ -2090,9 +2090,6 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info
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}
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}
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static void shader_arb_load_init(void) {
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}
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static void shader_arb_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
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none_shader_backend.shader_fragment_enable(iface, enable);
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}
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@ -2111,7 +2108,6 @@ const shader_backend_t arb_program_shader_backend = {
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shader_arb_generate_pshader,
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shader_arb_generate_vshader,
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shader_arb_get_caps,
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shader_arb_load_init,
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shader_arb_fragment_enable,
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FFPStateTable
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};
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@ -856,44 +856,6 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
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/* our state table. Borrows lots of stuff from the base implementation */
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struct StateEntry ATIFSStateTable[STATE_HIGHEST + 1];
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static void init_state_table() {
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unsigned int i;
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const DWORD rep = STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP);
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memcpy(ATIFSStateTable, arb_program_shader_backend.StateTable_remove, sizeof(ATIFSStateTable));
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for(i = 0; i < MAX_TEXTURES; i++) {
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply = NULL;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].representative = rep;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].apply = NULL;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG1)].representative = rep;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].apply = NULL;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG2)].representative = rep;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].apply = NULL;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLORARG0)].representative = rep;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].apply = NULL;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAOP)].representative = rep;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].apply = NULL;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG1)].representative = rep;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].apply = NULL;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG2)].representative = rep;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].apply = NULL;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_ALPHAARG0)].representative = rep;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_RESULTARG)].apply = NULL;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_RESULTARG)].representative = rep;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00)].apply = NULL;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT01)].apply = NULL;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT10)].apply = NULL;
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ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT11)].apply = NULL;
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}
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ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].apply = NULL;
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ATIFSStateTable[STATE_RENDER(WINED3DRS_TEXTUREFACTOR)].representative = STATE_RENDER(WINED3DRS_TEXTUREFACTOR);
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}
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const struct StateEntryTemplate atifs_fragmentstate_template[] = {
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{STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_atifs }},
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{STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }},
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@ -1079,11 +1041,6 @@ static BOOL shader_atifs_dirty_const(IWineD3DDevice *iface) {
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return arb_program_shader_backend.shader_dirtifyable_constants(iface);
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}
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static void shader_atifs_load_init(void) {
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arb_program_shader_backend.shader_dll_load_init();
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init_state_table();
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}
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static void shader_atifs_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps) {
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arb_program_shader_backend.shader_get_caps(devtype, gl_info, caps);
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@ -1168,7 +1125,6 @@ const shader_backend_t atifs_shader_backend = {
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shader_atifs_generate_pshader,
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shader_atifs_generate_vshader,
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shader_atifs_get_caps,
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shader_atifs_load_init,
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shader_atifs_fragment_enable,
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ATIFSStateTable
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};
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@ -1105,7 +1105,6 @@ static void shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFF
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static void shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
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FIXME("NONE shader backend asked to generate a vertex shader\n");
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}
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static void shader_none_load_init(void) {}
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#define GLINFO_LOCATION (*gl_info)
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static void shader_none_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
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@ -1214,7 +1213,6 @@ const shader_backend_t none_shader_backend = {
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shader_none_generate_pshader,
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shader_none_generate_vshader,
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shader_none_get_caps,
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shader_none_load_init,
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shader_none_fragment_enable,
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FFPStateTable
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};
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@ -3689,8 +3689,6 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_inf
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TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
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}
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static void shader_glsl_load_init(void) {}
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static void shader_glsl_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
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none_shader_backend.shader_fragment_enable(iface, enable);
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}
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@ -3709,7 +3707,6 @@ const shader_backend_t glsl_shader_backend = {
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shader_glsl_generate_pshader,
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shader_glsl_generate_vshader,
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shader_glsl_get_caps,
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shader_glsl_load_init,
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shader_glsl_fragment_enable,
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FFPStateTable
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};
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@ -95,11 +95,6 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
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DWORD len;
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WNDCLASSA wc;
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atifs_shader_backend.shader_dll_load_init();
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glsl_shader_backend.shader_dll_load_init();
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arb_program_shader_backend.shader_dll_load_init();
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none_shader_backend.shader_dll_load_init();
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/* We need our own window class for a fake window which we use to retrieve GL capabilities */
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/* We might need CS_OWNDC in the future if we notice strange things on Windows.
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* Various articles/posts about OpenGL problems on Windows recommend this. */
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@ -300,7 +300,6 @@ typedef struct {
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void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
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void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
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void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
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void (*shader_dll_load_init)(void);
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void (*shader_fragment_enable)(IWineD3DDevice *iface, BOOL enable);
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const struct StateEntry *StateTable_remove; /* TODO: This has to go away */
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} shader_backend_t;
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