From adf66a338f3cd777ce51dee4e436e88471b7991b Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Sun, 15 Jul 2012 15:44:58 +0200 Subject: [PATCH] wined3d: Get rid of the unused sampler_stages limit. --- dlls/wined3d/directx.c | 6 ------ dlls/wined3d/wined3d_private.h | 1 - 2 files changed, 7 deletions(-) diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index b0c2d381a93..542d8571b51 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -2405,7 +2405,6 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter) gl_info->limits.fragment_samplers = 1; gl_info->limits.vertex_samplers = 0; gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers; - gl_info->limits.sampler_stages = 1; gl_info->limits.vertex_attribs = 16; gl_info->limits.glsl_vs_float_constants = 0; gl_info->limits.glsl_ps_float_constants = 0; @@ -2761,11 +2760,6 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter) gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages; TRACE("Max texture stages: %u.\n", gl_info->limits.texture_stages); - /* In some cases the number of texture stages can be larger than the number - * of samplers. The GF4 for example can use only 2 samplers (no fragment - * shaders), but 8 texture stages (register combiners). */ - gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages); - if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]) { gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index a5b2c55c711..17d371f0aa6 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1479,7 +1479,6 @@ struct wined3d_gl_limits UINT vertex_samplers; UINT combined_samplers; UINT general_combiners; - UINT sampler_stages; UINT clipplanes; UINT texture_size; UINT texture3d_size;