wined3d: Get rid of vs_selected_mode / ps_selected_mode from struct wined3d_device.
These are only used by wined3d_shader_create_vs() / wined3d_shader_create_ps(), but they're redundant there since the "none" shader backend doesn't support any shader version.
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@ -5652,7 +5652,6 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
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for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
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select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
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device->shader_backend = adapter->shader_backend;
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device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
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device->vs_version = shader_caps.vs_version;
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@ -2341,9 +2341,6 @@ HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const DWOR
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TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
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device, byte_code, output_signature, parent, parent_ops, shader);
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if (device->ps_selected_mode == SHADER_NONE)
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return WINED3DERR_INVALIDCALL;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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@ -2375,9 +2372,6 @@ HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const DWOR
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TRACE("device %p, byte_code %p, output_signature %p, parent %p, parent_ops %p, shader %p.\n",
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device, byte_code, output_signature, parent, parent_ops, shader);
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if (device->vs_selected_mode == SHADER_NONE)
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return WINED3DERR_INVALIDCALL;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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@ -1705,9 +1705,6 @@ struct wined3d_device
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/* X and GL Information */
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GLenum offscreenBuffer;
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/* Selected capabilities */
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int vs_selected_mode;
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int ps_selected_mode;
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const struct wined3d_shader_backend_ops *shader_backend;
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void *shader_priv;
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void *fragment_priv;
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