wined3d: Remove dead code in shader_get_registers_used().

As spotted by Christoph Bumiller, these branches are now never
reached. Also, at least in the case of WINED3DSIO_TEXM3x3SPEC and
WINED3DSIO_TEXM3x3VSPEC the old code was not quite correct, since we
can lookup rather than guess the texture type these days.
This commit is contained in:
H. Verbeet 2006-12-29 15:31:16 +01:00 committed by Alexandre Julliard
parent 8002c49ede
commit 845cd590d2
1 changed files with 0 additions and 17 deletions

View File

@ -335,23 +335,6 @@ HRESULT shader_get_registers_used(
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_2D;
}
}
} else if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
(WINED3DSIO_TEXM3x3SPEC == curOpcode->opcode ||
WINED3DSIO_TEXM3x3VSPEC == curOpcode->opcode)) {
/* 3D sampler usage, only set reserved bit and ttype
* FIXME: This could be either Cube or Volume, but we wouldn't know unless
* we waited to generate the shader until the textures were all bound.
* For now, use Cube textures because they are more common. */
DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_CUBE;
} else if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
(WINED3DSIO_TEXDP3TEX == curOpcode->opcode)) {
/* 1D Sampler usage */
DWORD sampler_code = *pToken & WINED3DSP_REGNUM_MASK;
reg_maps->samplers[sampler_code] = (0x1 << 31) | WINED3DSTT_1D;
}
/* This will loop over all the registers and try to