wined3d: Remove dead NV_TEXTURE_SHADER code
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@ -1670,88 +1670,6 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP
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case WINED3DTOP_BUMPENVMAP:
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{
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if (GL_SUPPORT(NV_TEXTURE_SHADER)) {
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/*
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texture unit 0: GL_TEXTURE_2D
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texture unit 1: GL_DOT_PRODUCT_NV
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texture unit 2: GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV
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texture unit 3: GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV
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*/
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float m[2][2];
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union {
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float f;
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DWORD d;
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} tmpvalue;
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tmpvalue.d = This->stateBlock->textureState[Stage][WINED3DTSS_BUMPENVMAT00];
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m[0][0] = tmpvalue.f;
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tmpvalue.d = This->stateBlock->textureState[Stage][WINED3DTSS_BUMPENVMAT01];
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m[0][1] = tmpvalue.f;
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tmpvalue.d = This->stateBlock->textureState[Stage][WINED3DTSS_BUMPENVMAT10];
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m[1][0] = tmpvalue.f;
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tmpvalue.d = This->stateBlock->textureState[Stage][WINED3DTSS_BUMPENVMAT11];
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m[1][1] = tmpvalue.f;
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/*FIXME("Stage %d matrix is (%.2f,%.2f),(%.2f,%.2f)\n", Stage, m[0][0], m[0][1], m[1][0], m[1][0]);*/
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if (!This->texture_shader_active) {
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This->texture_shader_active = TRUE;
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glEnable(GL_TEXTURE_SHADER_NV);
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}
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/*
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glEnable(GL_REGISTER_COMBINERS_NV);
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glCombinerParameteriNV (GL_NUM_GENERAL_COMBINERS_NV, 1);
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glCombinerInputNV (GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_SIGNED_IDENTITY_NV, GL_RGB);
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glCombinerInputNV (GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_NONE, GL_UNSIGNED_INVERT_NV, GL_RGB);
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glCombinerInputNV (GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE2_ARB, GL_SIGNED_IDENTITY_NV, GL_RGB);
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glCombinerInputNV (GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_NONE, GL_UNSIGNED_INVERT_NV, GL_RGB);
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glCombinerOutputNV (GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_PRIMARY_COLOR_NV, 0, 0, 0, 0, 0);
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glCombinerInputNV (GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_SIGNED_IDENTITY_NV, GL_ALPHA);
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glCombinerInputNV (GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_NONE, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
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glCombinerInputNV (GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_TEXTURE2_ARB, GL_SIGNED_IDENTITY_NV, GL_ALPHA);
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glCombinerInputNV (GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_NONE, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
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glCombinerOutputNV (GL_COMBINER0_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_PRIMARY_COLOR_NV, 0, 0, 0, 0, 0);
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glDisable (GL_PER_STAGE_CONSTANTS_NV);
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glCombinerParameteriNV (GL_COLOR_SUM_CLAMP_NV, 0);
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glFinalCombinerInputNV (GL_VARIABLE_A_NV, 0, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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glFinalCombinerInputNV (GL_VARIABLE_B_NV, 0, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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glFinalCombinerInputNV (GL_VARIABLE_C_NV, 0, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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glFinalCombinerInputNV (GL_VARIABLE_D_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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glFinalCombinerInputNV (GL_VARIABLE_E_NV, 0, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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glFinalCombinerInputNV (GL_VARIABLE_F_NV, 0, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
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glFinalCombinerInputNV (GL_VARIABLE_G_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
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*/
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/*
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int i;
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for (i = 0; i < Stage; i++) {
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_ACTIVETEXTURE(i);
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
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checkGLcall("Activate texture..");
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} else if (i>0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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}
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*/
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/*
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GL_ACTIVETEXTURE(Stage - 1);
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
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*/
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/*
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GL_ACTIVETEXTURE(Stage);
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checkGLcall("Activate texture.. to update const color");
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
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checkGLcall("glTexEnv");
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + Stage - 1);
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checkGLcall("glTexEnv");
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glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, (float*)&m[0]);
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checkGLcall("glTexEnv");
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*/
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LEAVE_GL();
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return;
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}
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}
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case WINED3DTOP_BUMPENVMAPLUMINANCE:
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@ -576,7 +576,6 @@ typedef struct IWineD3DDeviceImpl
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#define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
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#define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
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#define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
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BOOL texture_shader_active; /* TODO: Confirm use is correct */
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BOOL last_was_notclipped;
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BOOL untransformed;
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BOOL last_was_pshader;
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