wined3d: Remove some dead code.
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@ -4473,42 +4473,12 @@ static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_in
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if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
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pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
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if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
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WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
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}
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if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
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pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
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} else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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/* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
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* not support 3D textures. This asks for trouble if an app uses both bump mapping
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* and 3D textures. It also allows us to keep the code simpler by having texture
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* shaders constantly enabled.
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*/
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pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
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/* TODO: Luminance bump map? */
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}
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#if 0
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/* FIXME: Add
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pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
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WINED3DTEXOPCAPS_PREMODULATE */
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#endif
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pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
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pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
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if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
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}
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/* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
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#if 0
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if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
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pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
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#endif
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}
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static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
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