From 4aaf47f27722f5b7bb722ff6cc21c2b1cd5d6458 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Thu, 17 Sep 2009 12:35:27 +0200 Subject: [PATCH] wined3d: Get rid of the unused DeviceType parameter to select_shader_mode(). --- dlls/wined3d/directx.c | 23 ++++++++++------------- 1 file changed, 10 insertions(+), 13 deletions(-) diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index 6b92c0ce252..d2ffaed9dd0 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -377,11 +377,9 @@ static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) { return ref; } -/* Set the shader type for this device, depending on the given capabilities, - * the device type, and the user preferences in wined3d_settings */ - -static void select_shader_mode(const struct wined3d_gl_info *gl_info, - WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected) +/* Set the shader type for this device, depending on the given capabilities + * and the user preferences in wined3d_settings. */ +static void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) { if (wined3d_settings.vs_mode == VS_NONE) { *vs_selected = SHADER_NONE; @@ -2716,7 +2714,7 @@ static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter, { int vs_selected_mode; int ps_selected_mode; - select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode); + select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode); if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) { TRACE_(d3d_caps)("[OK]\n"); @@ -3577,7 +3575,7 @@ static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adap int vs_selected_mode; int ps_selected_mode; - select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode); + select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode); if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) { ret = &glsl_shader_backend; } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) { @@ -3595,7 +3593,7 @@ static const struct fragment_pipeline *select_fragment_implementation(struct Win int vs_selected_mode; int ps_selected_mode; - select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode); + select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode); if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { return &arbfp_fragment_pipeline; } else if(ps_selected_mode == SHADER_ATI) { @@ -3615,7 +3613,7 @@ static const struct blit_shader *select_blit_implementation(struct WineD3DAdapte int vs_selected_mode; int ps_selected_mode; - select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode); + select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode); if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) { return &arbfp_blit; } else { @@ -3645,7 +3643,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, return WINED3DERR_INVALIDCALL; } - select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode); + select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode); /* This function should *not* be modifying GL caps * TODO: move the functionality where it belongs */ @@ -4263,8 +4261,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, object->adapterNo = Adapter; object->devType = DeviceType; - select_shader_mode(&adapter->gl_info, DeviceType, - &object->ps_selected_mode, &object->vs_selected_mode); + select_shader_mode(&adapter->gl_info, &object->ps_selected_mode, &object->vs_selected_mode); object->shader_backend = select_shader_backend(adapter, DeviceType); memset(&shader_caps, 0, sizeof(shader_caps)); @@ -4762,7 +4759,7 @@ BOOL InitAdapters(IWineD3DImpl *This) WineD3D_ReleaseFakeGLContext(&fake_gl_ctx); - select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode); + select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode); select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info); fillGLAttribFuncs(&adapter->gl_info); adapter->opengl = TRUE;