wined3d: Remove sampled_format from IWineD3DBaseShaderClass, it isn't used anywhere.
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@ -807,7 +807,6 @@ static void shader_arb_color_correction(const SHADER_OPCODE_ARG* arg)
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if(!recorded) {
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shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
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shader->baseShader.num_sampled_samplers++;
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shader->baseShader.sampled_format[sampler_idx] = conversion_group;
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}
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pshader_get_register_name(arg->shader, arg->dst, reg);
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@ -1228,7 +1228,6 @@ static void shader_glsl_color_correction(const SHADER_OPCODE_ARG *arg)
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if(!recorded) {
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shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
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shader->baseShader.num_sampled_samplers++;
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shader->baseShader.sampled_format[sampler_idx] = conversion_group;
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}
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switch(fmt) {
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@ -2132,12 +2132,6 @@ typedef struct IWineD3DBaseShaderClass
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struct list constantsI;
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shader_reg_maps reg_maps;
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/* Pixel formats of sampled textures, for format conversion. This
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* represents the formats found during compilation, it is not initialized
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* on the first parser pass. It is needed to check if the shader
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* needs recompilation to adjust the format conversion
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*/
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WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
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UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
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UINT num_sampled_samplers;
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