wined3d: Get rid of the vpos_uniform field from the wined3d_pixel_shader structure.

This commit is contained in:
Henri Verbeet 2011-07-24 21:48:09 +02:00 committed by Alexandre Julliard
parent 43d2515da5
commit 6a046eddd7
2 changed files with 1 additions and 3 deletions

View File

@ -823,7 +823,7 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
}
}
if (pshader->u.ps.vpos_uniform)
if (prog->ycorrection_location != -1)
{
float correction_params[4];
@ -1043,7 +1043,6 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
+ 1 < gl_info->limits.glsl_ps_float_constants)
{
shader_addline(buffer, "uniform vec4 ycorrection;\n");
shader->u.ps.vpos_uniform = 1;
extra_constants_needed++;
}
else

View File

@ -2566,7 +2566,6 @@ struct wined3d_pixel_shader
unsigned int declared_in_count;
/* Some information about the shader behavior */
char vpos_uniform;
BOOL color0_mov;
DWORD color0_reg;
};