wined3d: Get rid of the unused vbo_mode setting.
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6794a57073
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@ -39,7 +39,6 @@ wined3d_settings_t wined3d_settings =
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{
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{
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VS_HW, /* Hardware by default */
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VS_HW, /* Hardware by default */
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PS_HW, /* Hardware by default */
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PS_HW, /* Hardware by default */
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VBO_HW, /* Hardware by default */
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TRUE, /* Use of GLSL enabled by default */
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TRUE, /* Use of GLSL enabled by default */
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ORM_FBO, /* Use FBOs to do offscreen rendering */
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ORM_FBO, /* Use FBOs to do offscreen rendering */
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RTL_AUTO, /* Automatically determine best locking method */
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RTL_AUTO, /* Automatically determine best locking method */
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@ -196,19 +195,6 @@ static BOOL wined3d_init(HINSTANCE hInstDLL)
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wined3d_settings.ps_mode = PS_NONE;
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wined3d_settings.ps_mode = PS_NONE;
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}
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}
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}
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}
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if ( !get_config_key( hkey, appkey, "VertexBufferMode", buffer, size) )
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{
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if (!strcmp(buffer,"none"))
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{
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TRACE("Disable Vertex Buffer Hardware support\n");
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wined3d_settings.vbo_mode = VBO_NONE;
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}
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else if (!strcmp(buffer,"hardware"))
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{
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TRACE("Allow Vertex Buffer Hardware support\n");
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wined3d_settings.vbo_mode = VBO_HW;
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}
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}
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if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) )
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if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) )
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{
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{
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if (!strcmp(buffer,"disabled"))
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if (!strcmp(buffer,"disabled"))
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@ -314,8 +300,6 @@ static BOOL wined3d_init(HINSTANCE hInstDLL)
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TRACE("Allow HW vertex shaders\n");
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TRACE("Allow HW vertex shaders\n");
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if (wined3d_settings.ps_mode == PS_NONE)
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if (wined3d_settings.ps_mode == PS_NONE)
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TRACE("Disable pixel shaders\n");
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TRACE("Disable pixel shaders\n");
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if (wined3d_settings.vbo_mode == VBO_NONE)
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TRACE("Disable Vertex Buffer Hardware support\n");
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if (wined3d_settings.glslRequested)
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if (wined3d_settings.glslRequested)
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TRACE("If supported by your system, GL Shading Language will be used\n");
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TRACE("If supported by your system, GL Shading Language will be used\n");
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@ -280,7 +280,6 @@ typedef struct wined3d_settings_s {
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/* vertex and pixel shader modes */
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/* vertex and pixel shader modes */
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int vs_mode;
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int vs_mode;
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int ps_mode;
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int ps_mode;
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int vbo_mode;
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/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
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/* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
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we should use it. However, until it's fully implemented, we'll leave it as a registry
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we should use it. However, until it's fully implemented, we'll leave it as a registry
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setting for developers. */
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setting for developers. */
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