wined3d/d3d8: Move todo about sw vp usage to d3d8.

This commit is contained in:
Stefan Dösinger 2007-02-19 15:19:19 +01:00 committed by Alexandre Julliard
parent 401110538a
commit ef68e32b03
2 changed files with 1 additions and 10 deletions

View File

@ -1257,7 +1257,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
}
wined3d_vertex_declaration = ((IDirect3DVertexDeclaration8Impl *)object->vertex_declaration)->wined3d_vertex_declaration;
/* Usage is missing ..*/
/* Usage is missing ... Use SetRenderState to set the sw vp render state in SetVertexShader */
hrc = IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, wined3d_vertex_declaration, pFunction, &object->wineD3DVertexShader, (IUnknown *)object);
if (FAILED(hrc)) {

View File

@ -1586,15 +1586,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *ifac
return WINED3DERR_INVALIDCALL;
}
#if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
/* Foo */
} else {
/* Bar */
}
#endif
return WINED3D_OK;
}