wined3d: Remove some unused fields from the shader backend caps.

This commit is contained in:
Henri Verbeet 2010-04-29 23:41:29 +02:00 committed by Alexandre Julliard
parent d5b68e7640
commit c9e7561b34
2 changed files with 0 additions and 15 deletions

View File

@ -4574,13 +4574,6 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages; pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures; pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
pCaps->VS20Caps = shader_caps.VS20Caps;
pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
pCaps->PS20Caps = shader_caps.PS20Caps;
pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
/* The following caps are shader specific, but they are things we cannot detect, or which /* The following caps are shader specific, but they are things we cannot detect, or which
* are the same among all shader models. So to avoid code duplication set the shader version * are the same among all shader models. So to avoid code duplication set the shader version
* specific, but otherwise constant caps here * specific, but otherwise constant caps here

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@ -645,14 +645,6 @@ struct shader_caps {
float PixelShader1xMaxValue; float PixelShader1xMaxValue;
DWORD MaxPixelShaderConst; DWORD MaxPixelShaderConst;
WINED3DVSHADERCAPS2_0 VS20Caps;
WINED3DPSHADERCAPS2_0 PS20Caps;
DWORD MaxVShaderInstructionsExecuted;
DWORD MaxPShaderInstructionsExecuted;
DWORD MaxVertexShader30InstructionSlots;
DWORD MaxPixelShader30InstructionSlots;
BOOL VSClipping; BOOL VSClipping;
}; };