wined3d: Remove dead shader code.
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@ -2086,57 +2086,6 @@ void drawPrimitive(IWineD3DDevice *iface,
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/* Ok, we will be updating the screen from here onwards so grab the lock */
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ENTER_GL();
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#if 0 /* TODO: vertex and pixel shaders */
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/* If we will be using a pixel, do some initialization for it */
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if ((pixel_shader = PIXEL_SHADER(This->stateBlock->PixelShader))) {
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TRACE("drawing with pixel shader handle %p\n", pixel_shader);
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memset(&pixel_shader->input, 0, sizeof(PSHADERINPUTDATA8));
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GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId));
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checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId);");
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
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/* init Constants */
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if (This->stateBlock->Changed.pixelShaderConstant) {
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TRACE_(d3d_shader)("pixel shader initializing constants %p\n",pixel_shader);
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IDirect3DPixelShaderImpl_SetConstantF(pixel_shader, 0, (CONST FLOAT*) &This->stateBlock->pixelShaderConstant[0], 8);
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}
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/* Update the constants */
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for (i = 0; i < D3D8_PSHADER_MAX_CONSTANTS; ++i) {
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, (GLfloat *)&This->stateBlock->pixelShaderConstant[i]));
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checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB");
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}
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}
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#endif /* TODO: vertex and pixel shaders */
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#if 0 /* TODO: vertex and pixel shaders */
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/* If we will be using a pixel, do some initialization for it */
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if ((pixel_shader = PIXEL_SHADER(This->stateBlock->PixelShader))) {
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TRACE("drawing with pixel shader handle %p\n", pixel_shader);
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memset(&pixel_shader->input, 0, sizeof(PSHADERINPUTDATA8));
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GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId));
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checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId);");
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
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/* init Constants */
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if (This->stateBlock->Changed.pixelShaderConstant) {
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TRACE_(d3d_shader)("pixel shader initializing constants %p\n",pixel_shader);
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IDirect3DPixelShaderImpl_SetConstantF(pixel_shader, 0, (CONST FLOAT*)
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&This->stateBlock->pixelShaderConstant[0], 8);
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}
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/* Update the constants */
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for (i = 0; i < D3D8_PSHADER_MAX_CONSTANTS; ++i) {
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GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i,
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(GLfloat *)&This->stateBlock->pixelShaderConstant[i]));
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checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB");
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}
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}
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#endif /* TODO: vertex and pixel shaders */
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/* Initialize all values to null */
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memset(&dataLocations, 0x00, sizeof(dataLocations));
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/* convert the FVF or vertexDeclaration into a strided stream (this should be done when the fvf or declaration is created) */
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@ -2198,32 +2147,6 @@ void drawPrimitive(IWineD3DDevice *iface,
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TRACE("Restored lighting to original state\n");
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}
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#if 0 /* TODO: vertex and pixel shaders */
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if (pixel_shader)
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{
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#if 0
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GLint errPos;
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glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
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if (errPos != -1)
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FIXME("HW PixelShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) );
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#endif
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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}
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#endif
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#if 0 /* TODO: vertex and pixel shaders */
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if (pixel_shader)
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{
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#if 0
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GLint errPos;
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glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
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if (errPos != -1)
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FIXME("HW PixelShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) );
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#endif
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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}
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#endif
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/* Finshed updating the screen, restore lock */
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LEAVE_GL();
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TRACE("Done all gl drawing\n");
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