Module: wine Branch: master Commit: e27734779c5e817684dda62e9a0e837ff84f59e1 URL: http://source.winehq.org/git/wine.git/?a=commit;h=e27734779c5e817684dda62e9a...
Author: Stefan Dösinger stefan@codeweavers.com Date: Fri Jul 4 17:43:57 2008 -0500
wined3d: Remove some dead code.
---
dlls/wined3d/state.c | 30 ------------------------------ 1 files changed, 0 insertions(+), 30 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index d86fb6e..106fb55 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -4473,42 +4473,12 @@ static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_in if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
- if (GL_SUPPORT(NV_REGISTER_COMBINERS)) { - pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR | - WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA; - } - if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) { pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP; - } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { - /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does - * not support 3D textures. This asks for trouble if an app uses both bump mapping - * and 3D textures. It also allows us to keep the code simpler by having texture - * shaders constantly enabled. - */ - pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP; - /* TODO: Luminance bump map? */ }
-#if 0 - /* FIXME: Add - pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE - WINED3DTEXOPCAPS_PREMODULATE */ -#endif - pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages); pCaps->MaxSimultaneousTextures = GL_LIMITS(textures); - - if (GL_SUPPORT(NV_REGISTER_COMBINERS)) { - pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP; - } - - /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */ -#if 0 - if (GL_SUPPORT(NV_REGISTER_COMBINERS2)) - pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT; -#endif - }
static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }