wined3d: Remove some unused fields from the shader backend caps.
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@ -4574,13 +4574,6 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
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pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
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pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
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pCaps->VS20Caps = shader_caps.VS20Caps;
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pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
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pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
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pCaps->PS20Caps = shader_caps.PS20Caps;
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pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
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pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
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/* The following caps are shader specific, but they are things we cannot detect, or which
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* are the same among all shader models. So to avoid code duplication set the shader version
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* specific, but otherwise constant caps here
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@ -645,14 +645,6 @@ struct shader_caps {
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float PixelShader1xMaxValue;
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DWORD MaxPixelShaderConst;
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WINED3DVSHADERCAPS2_0 VS20Caps;
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WINED3DPSHADERCAPS2_0 PS20Caps;
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DWORD MaxVShaderInstructionsExecuted;
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DWORD MaxPShaderInstructionsExecuted;
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DWORD MaxVertexShader30InstructionSlots;
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DWORD MaxPixelShader30InstructionSlots;
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BOOL VSClipping;
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};
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