From a580325a47abe42e078978aaf79a5efc7a575d62 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20D=C3=B6singer?= Date: Thu, 21 Aug 2008 13:33:11 -0500 Subject: [PATCH] wined3d: Remove some more junk code. --- dlls/wined3d/device.c | 10 ---------- dlls/wined3d/pixelshader.c | 8 -------- dlls/wined3d/state.c | 22 ---------------------- dlls/wined3d/vertexshader.c | 18 ------------------ 4 files changed, 58 deletions(-) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index a569e96d831..e199ad11aaf 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -2172,10 +2172,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR ENTER_GL(); -#if 0 - IWineD3DImpl_CheckGraphicsMemory(); -#endif - { /* Set a default viewport */ WINED3DVIEWPORT vp; vp.X = 0; @@ -7589,12 +7585,6 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW This->stateBlock->streamSource[streamNumber] = 0; } } -#if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */ - else { /* This shouldn't happen */ - FIXME("Calling application has released the device before relasing all the resources bound to the device\n"); - } -#endif - } } break; diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index 3a55df770e0..29cd36891cc 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -34,14 +34,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); #define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info -#if 0 /* Must not be 1 in cvs version */ -# define PSTRACE(A) TRACE A -# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w) -#else -# define PSTRACE(A) -# define TRACE_VSVECTOR(name) -#endif - #define GLNAME_REQUIRE_GLSL ((const char *)1) static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) { diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 22b0e7b4c1b..c53f398b0a0 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -4185,28 +4185,6 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte } } -#if 0 /* FOG ----------------------------------------------*/ - if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) { - /* TODO: fog*/ - if (GL_SUPPORT(EXT_FOG_COORD) { - glEnableClientState(GL_FOG_COORDINATE_EXT); - (GL_EXTCALL)(FogCoordPointerEXT)( - WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType), - sd->u.s.fog.dwStride, - sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride); - } else { - /* don't bother falling back to 'slow' as we don't support software FOG yet. */ - /* FIXME: fixme once */ - TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n"); - } - } else { - if (GL_SUPPRT(EXT_FOR_COORD) { - /* make sure fog is disabled */ - glDisableClientState(GL_FOG_COORDINATE_EXT); - } - } -#endif - /* Point Size ----------------------------------------------*/ if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) { diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index 5fab988546b..928b97dde3c 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -34,24 +34,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); #define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info -/* Shader debugging - Change the following line to enable debugging of software - vertex shaders */ -#if 0 /* Musxt not be 1 in cvs version */ -# define VSTRACE(A) TRACE A -# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w) -#else -# define VSTRACE(A) -# define TRACE_VSVECTOR(name) -#endif - -/** - * NVIDIA: DX8 Vertex Shader to NV Vertex Program - * http://developer.nvidia.com/view.asp?IO=vstovp - * - * NVIDIA: Memory Management with VAR - * http://developer.nvidia.com/view.asp?IO=var_memory_management - */ - /* TODO: Vertex and Pixel shaders are almost identical, the only exception being the way that some of the data is looked up or the availability of some of the data i.e. some instructions are only valid for pshaders and some for vshaders because of this the bulk of the software pipeline can be shared between pixel and vertex shaders... and it wouldn't surprise me if the program can be cross compiled using a large body of shared code */