wined3d: Remove sampled_format from IWineD3DBaseShaderClass, it isn't used anywhere.

This commit is contained in:
Henri Verbeet 2008-12-03 14:53:43 +01:00 committed by Alexandre Julliard
parent b451048eb7
commit 9f2fa8ba25
3 changed files with 0 additions and 8 deletions

View File

@ -807,7 +807,6 @@ static void shader_arb_color_correction(const SHADER_OPCODE_ARG* arg)
if(!recorded) {
shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
shader->baseShader.num_sampled_samplers++;
shader->baseShader.sampled_format[sampler_idx] = conversion_group;
}
pshader_get_register_name(arg->shader, arg->dst, reg);

View File

@ -1228,7 +1228,6 @@ static void shader_glsl_color_correction(const SHADER_OPCODE_ARG *arg)
if(!recorded) {
shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
shader->baseShader.num_sampled_samplers++;
shader->baseShader.sampled_format[sampler_idx] = conversion_group;
}
switch(fmt) {

View File

@ -2132,12 +2132,6 @@ typedef struct IWineD3DBaseShaderClass
struct list constantsI;
shader_reg_maps reg_maps;
/* Pixel formats of sampled textures, for format conversion. This
* represents the formats found during compilation, it is not initialized
* on the first parser pass. It is needed to check if the shader
* needs recompilation to adjust the format conversion
*/
WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
UINT num_sampled_samplers;