wined3d: Remove dead vertex shader code.

This commit is contained in:
Jason Green 2006-06-16 16:06:50 -04:00 committed by Alexandre Julliard
parent 8e85210144
commit 7f18b4e5fa
1 changed files with 0 additions and 61 deletions

View File

@ -42,8 +42,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
# define TRACE_VSVECTOR(name)
#endif
#if 1 /* FIXME : Needs sorting when vshader code moved in properly */
/**
* DirectX9 SDK download
* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
@ -1182,65 +1180,6 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_ExecuteSW(IWineD3DVertexShader* iface, W
return WINED3D_OK;
}
HRESULT WINAPI IWineD3DVertexShaderImpl_SetConstantF(IWineD3DVertexShader *iface, UINT StartRegister, CONST FLOAT *pConstantData, UINT Vector4fCount) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
FIXME("(%p) : stub\n", This);
return WINED3D_OK;
}
HRESULT WINAPI IWineD3DVertexShaderImpl_GetConstantF(IWineD3DVertexShader *iface, UINT StartRegister, FLOAT *pConstantData, UINT Vector4fCount) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
FIXME("(%p) : stub\n", This);
return WINED3D_OK;
}
HRESULT WINAPI IWineD3DVertexShaderImpl_SetConstantI(IWineD3DVertexShader *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
if (StartRegister + Vector4iCount > WINED3D_VSHADER_MAX_CONSTANTS) {
ERR("(%p) : SetVertexShaderConstantI C[%u] invalid\n", This, StartRegister);
return WINED3DERR_INVALIDCALL;
}
if (NULL == pConstantData) {
return WINED3DERR_INVALIDCALL;
}
FIXME("(%p) : stub\n", This);
return WINED3D_OK;
}
HRESULT WINAPI IWineD3DVertexShaderImpl_GetConstantI(IWineD3DVertexShader *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
TRACE("(%p) : C[%u] count=%u\n", This, StartRegister, Vector4iCount);
if (StartRegister + Vector4iCount > WINED3D_VSHADER_MAX_CONSTANTS) {
return WINED3DERR_INVALIDCALL;
}
if (NULL == pConstantData) {
return WINED3DERR_INVALIDCALL;
}
FIXME("(%p) : stub\n", This);
return WINED3D_OK;
}
HRESULT WINAPI IWineD3DVertexShaderImpl_SetConstantB(IWineD3DVertexShader *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
if (StartRegister + BoolCount > WINED3D_VSHADER_MAX_CONSTANTS) {
ERR("(%p) : SetVertexShaderConstantB C[%u] invalid\n", This, StartRegister);
return WINED3DERR_INVALIDCALL;
}
if (NULL == pConstantData) {
return WINED3DERR_INVALIDCALL;
}
FIXME("(%p) : stub\n", This);
return WINED3D_OK;
}
HRESULT WINAPI IWineD3DVertexShaderImpl_GetConstantB(IWineD3DVertexShader *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount) {
IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl *)iface;
FIXME("(%p) : stub\n", This);
return WINED3D_OK;
}
#endif
/* *******************************************
IWineD3DVertexShader IUnknown parts follow
******************************************* */