wined3d: Get rid of the clip status code.
I'm pretty sure this is just broken, and I'm not aware of any application using this.
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@ -2242,9 +2242,6 @@ HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, cons
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if (!clip_status)
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return WINED3DERR_INVALIDCALL;
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device->updateStateBlock->state.clip_status.ClipUnion = clip_status->ClipUnion;
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device->updateStateBlock->state.clip_status.ClipIntersection = clip_status->ClipIntersection;
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return WINED3D_OK;
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}
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@ -2255,9 +2252,6 @@ HRESULT CDECL wined3d_device_get_clip_status(struct wined3d_device *device, WINE
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if (!clip_status)
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return WINED3DERR_INVALIDCALL;
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clip_status->ClipUnion = device->updateStateBlock->state.clip_status.ClipUnion;
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clip_status->ClipIntersection = device->updateStateBlock->state.clip_status.ClipIntersection;
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return WINED3D_OK;
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}
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@ -573,18 +573,6 @@ static void state_clipping(DWORD state_id, struct wined3d_stateblock *stateblock
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if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
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if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
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if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
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/** update clipping status */
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if (enable)
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{
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stateblock->state.clip_status.ClipUnion = 0;
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stateblock->state.clip_status.ClipIntersection = 0xFFFFFFFF;
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}
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else
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{
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stateblock->state.clip_status.ClipUnion = 0;
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stateblock->state.clip_status.ClipIntersection = 0;
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}
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}
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static void state_blendop_w(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
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@ -1233,10 +1233,6 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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state->render_states[WINED3DRS_DESTBLENDALPHA] = WINED3DBLEND_ZERO;
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state->render_states[WINED3DRS_BLENDOPALPHA] = WINED3DBLENDOP_ADD;
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/* clipping status */
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state->clip_status.ClipUnion = 0;
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state->clip_status.ClipIntersection = 0xFFFFFFFF;
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/* Texture Stage States - Put directly into state block, we will call function below */
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for (i = 0; i < MAX_TEXTURES; ++i)
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{
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@ -2265,7 +2265,6 @@ struct wined3d_state
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WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
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double clip_planes[MAX_CLIPPLANES][4];
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WINED3DCLIPSTATUS clip_status;
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WINED3DMATERIAL material;
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WINED3DVIEWPORT viewport;
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RECT scissor_rect;
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