wined3d: Remove dead NV_TEXTURE_SHADER code

This commit is contained in:
Stefan Dösinger 2007-01-10 11:48:10 +01:00 committed by Alexandre Julliard
parent b07c48c499
commit 60c9ea6751
2 changed files with 0 additions and 83 deletions

View File

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

View File

@ -576,7 +576,6 @@ typedef struct IWineD3DDeviceImpl
#define IS_TRACKING 1 /* tracking_parm is tracking diffuse color */
#define NEEDS_TRACKING 2 /* Tracking needs to be enabled when needed */
#define NEEDS_DISABLE 3 /* Tracking needs to be disabled when needed*/
BOOL texture_shader_active; /* TODO: Confirm use is correct */
BOOL last_was_notclipped;
BOOL untransformed;
BOOL last_was_pshader;