wined3d: Remove the shader_color_fixup field from IWineD3DBaseTextureClass.
This is redundant now.
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@ -1067,7 +1067,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
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tmpW = max(1, tmpW >> 1);
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tmpH = max(1, tmpH >> 1);
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}
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object->baseTexture.shader_color_fixup = object->resource.format_desc->color_fixup;
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object->baseTexture.internal_preload = texture_internal_preload;
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TRACE("(%p) : Created texture %p\n", This, object);
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@ -1188,7 +1187,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa
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tmpH = max(1, tmpH >> 1);
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tmpD = max(1, tmpD >> 1);
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}
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object->baseTexture.shader_color_fixup = object->resource.format_desc->color_fixup;
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object->baseTexture.internal_preload = volumetexture_internal_preload;
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*ppVolumeTexture = (IWineD3DVolumeTexture *) object;
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@ -1386,7 +1384,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface
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}
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tmpW = max(1, tmpW >> 1);
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}
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object->baseTexture.shader_color_fixup = object->resource.format_desc->color_fixup;
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object->baseTexture.internal_preload = cubetexture_internal_preload;
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TRACE("(%p) : Created Cube Texture %p\n", This, object);
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@ -468,7 +468,7 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
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args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
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continue;
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}
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args->color_fixup[i] = tex->baseTexture.shader_color_fixup;
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args->color_fixup[i] = tex->resource.format_desc->color_fixup;
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}
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if (shader->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0))
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{
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@ -2105,7 +2105,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
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texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
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if(texture) {
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settings->op[i].color_fixup = texture->baseTexture.shader_color_fixup;
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settings->op[i].color_fixup = texture->resource.format_desc->color_fixup;
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if(ignore_textype) {
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settings->op[i].tex_type = tex_1d;
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} else {
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@ -1336,7 +1336,6 @@ typedef struct IWineD3DBaseTextureClass
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BOOL is_srgb;
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const struct min_lookup *minMipLookup;
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const GLenum *magLookup;
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struct color_fixup_desc shader_color_fixup;
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void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
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} IWineD3DBaseTextureClass;
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