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