wined3d: Remove some more junk code.
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@ -2172,10 +2172,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
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ENTER_GL();
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ENTER_GL();
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#if 0
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IWineD3DImpl_CheckGraphicsMemory();
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#endif
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{ /* Set a default viewport */
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{ /* Set a default viewport */
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WINED3DVIEWPORT vp;
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WINED3DVIEWPORT vp;
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vp.X = 0;
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vp.X = 0;
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@ -7589,12 +7585,6 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
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This->stateBlock->streamSource[streamNumber] = 0;
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This->stateBlock->streamSource[streamNumber] = 0;
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}
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}
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}
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}
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#if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
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else { /* This shouldn't happen */
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FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
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}
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#endif
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}
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}
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}
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}
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break;
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break;
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@ -34,14 +34,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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#define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
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#define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info
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#if 0 /* Must not be 1 in cvs version */
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# define PSTRACE(A) TRACE A
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# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
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#else
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# define PSTRACE(A)
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# define TRACE_VSVECTOR(name)
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#endif
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#define GLNAME_REQUIRE_GLSL ((const char *)1)
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#define GLNAME_REQUIRE_GLSL ((const char *)1)
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static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
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static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
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@ -4185,28 +4185,6 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte
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}
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}
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}
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}
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#if 0 /* FOG ----------------------------------------------*/
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if (sd->u.s.fog.lpData || sd->u.s.fog.VBO) {
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/* TODO: fog*/
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if (GL_SUPPORT(EXT_FOG_COORD) {
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glEnableClientState(GL_FOG_COORDINATE_EXT);
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(GL_EXTCALL)(FogCoordPointerEXT)(
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WINED3D_ATR_GLTYPE(sd->u.s.fog.dwType),
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sd->u.s.fog.dwStride,
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sd->u.s.fog.lpData + stateblock->loadBaseVertexIndex * sd->u.s.fog.dwStride);
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} else {
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/* don't bother falling back to 'slow' as we don't support software FOG yet. */
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/* FIXME: fixme once */
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TRACE("Hardware support for FOG is not avaiable, FOG disabled.\n");
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}
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} else {
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if (GL_SUPPRT(EXT_FOR_COORD) {
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/* make sure fog is disabled */
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glDisableClientState(GL_FOG_COORDINATE_EXT);
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}
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}
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#endif
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/* Point Size ----------------------------------------------*/
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/* Point Size ----------------------------------------------*/
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if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
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if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
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@ -34,24 +34,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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#define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
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#define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
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/* Shader debugging - Change the following line to enable debugging of software
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vertex shaders */
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#if 0 /* Musxt not be 1 in cvs version */
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# define VSTRACE(A) TRACE A
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# define TRACE_VSVECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w)
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#else
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# define VSTRACE(A)
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# define TRACE_VSVECTOR(name)
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#endif
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/**
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* NVIDIA: DX8 Vertex Shader to NV Vertex Program
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* http://developer.nvidia.com/view.asp?IO=vstovp
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*
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* NVIDIA: Memory Management with VAR
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* http://developer.nvidia.com/view.asp?IO=var_memory_management
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*/
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/* 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
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/* 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
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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 */
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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 */
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