wined3d: Remove some unused defines.
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7e7970830f
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@ -31,8 +31,6 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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WINE_DECLARE_DEBUG_CHANNEL(d3d);
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#define GLNAME_REQUIRE_GLSL ((const char *)1)
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static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
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static inline BOOL shader_is_version_token(DWORD token) {
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@ -34,8 +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 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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TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
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@ -25,7 +25,6 @@
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
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IWineD3DDeviceImpl *device, UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent)
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@ -1365,8 +1365,6 @@ void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, B
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}
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#undef GLINFO_LOCATION
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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/* This small helper function is used to convert a bitmask into the number of masked bits */
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unsigned int count_bits(unsigned int mask)
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{
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@ -1457,8 +1455,6 @@ BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize
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return TRUE;
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}
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#undef GLINFO_LOCATION
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/* DirectDraw stuff */
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WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
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switch(depth) {
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@ -37,8 +37,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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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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#define GLNAME_REQUIRE_GLSL ((const char *)1)
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CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
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/* This table is not order or position dependent. */
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