From: Zebediah Figura zfigura@codeweavers.com
This was made unused by a42808b54ae28ab5a38d523e987dcbc619697609. --- dlls/wined3d/context_vk.c | 5 ----- 1 file changed, 5 deletions(-)
diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c index f9ac0a59707..75f0e68395c 100644 --- a/dlls/wined3d/context_vk.c +++ b/dlls/wined3d/context_vk.c @@ -3456,7 +3456,6 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk * struct wined3d_unordered_access_view *uav; struct wined3d_shader_resource_view *srv; struct wined3d_buffer_vk *buffer_vk; - struct wined3d_sampler *sampler; struct wined3d_buffer *buffer; size_t i;
@@ -3551,11 +3550,7 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk * break;
case WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER: - break; - case WINED3D_SHADER_DESCRIPTOR_TYPE_SAMPLER: - if (!(sampler = state->sampler[binding->shader_type][binding->resource_idx])) - sampler = context_vk->c.device->null_sampler; break;
default:
From: Zebediah Figura zfigura@codeweavers.com
This is no longer used. It was previously used in two places to perform an open-coded wined3d_context_gl_draw_textured_quad(), but the latter checks wined3d_texture_gl.target instead, which is set to GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE_ARB under the exact same conditions, making this flag redundant even at the time.
The two uses were removed in 012f9b03f8 [which changed the relevant code to use wined3d_context_gl_draw_textured_quad() instead], and cdacbd985 [which removed the relevant code entirely.] --- dlls/wined3d/texture.c | 5 ++--- dlls/wined3d/wined3d_private.h | 1 - 2 files changed, 2 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index 7ec5c4f4f3b..bc7b1b63b9a 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -3955,8 +3955,7 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc texture->layer_count = layer_count; texture->level_count = level_count; texture->lod = 0; - texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS - | WINED3D_TEXTURE_DOWNLOADABLE; + texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_DOWNLOADABLE; if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT) { texture->flags |= WINED3D_TEXTURE_GET_DC_LENIENT; @@ -3991,7 +3990,7 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc { texture->pow2_matrix[0] = (float)desc->width; texture->pow2_matrix[5] = (float)desc->height; - texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS); + texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT; } else if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED) { diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 1d9fc796343..09f078344c8 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -3311,7 +3311,6 @@ struct wined3d_texture_ops #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080 #define WINED3D_TEXTURE_CONVERTED 0x00000100 -#define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000 #define WINED3D_TEXTURE_DISCARD 0x00002000
From: Zebediah Figura zfigura@codeweavers.com
This has been unused since 1bd56b6ca5638cdf026938eb89fac0ccfd24874b. --- dlls/wined3d/arb_program_shader.c | 11 +++-------- 1 file changed, 3 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index c535fe7d3ff..26e46432a17 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -270,7 +270,6 @@ struct arb_vshader_private { struct shader_arb_priv { GLuint current_vprogram_id; - GLuint current_fprogram_id; const struct arb_ps_compiled_shader *compiled_fprog; const struct arb_vs_compiled_shader *compiled_vprog; BOOL use_arbfp_fixed_func; @@ -4581,12 +4580,11 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context TRACE("Using pixel shader %p.\n", ps); find_arb_ps_compile_args(state, context_gl, ps, &compile_args); compiled = find_arb_pshader(context_gl, ps, &compile_args); - priv->current_fprogram_id = compiled->prgId; priv->compiled_fprog = compiled;
/* Bind the fragment program */ - GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); - checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id);"); + GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, compiled->prgId)); + checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, compiled->prgId);");
if (!priv->use_arbfp_fixed_func) priv->fragment_pipe->fp_enable(context, FALSE); @@ -4595,7 +4593,7 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
- TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", priv->current_fprogram_id); + TRACE("Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB.\n", compiled->prgId);
/* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between * a 1.x and newer shader, reload the first 8 constants @@ -4634,7 +4632,6 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context * function replacement shader. */ gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); - priv->current_fprogram_id = 0; } priv->fragment_pipe->fp_enable(context, TRUE); } @@ -4718,7 +4715,6 @@ static void shader_arb_disable(void *shader_priv, struct wined3d_context *contex { gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)"); - priv->current_fprogram_id = 0; } priv->fragment_pipe->fp_enable(context, FALSE);
@@ -6634,7 +6630,6 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi */ GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)"); - priv->current_fprogram_id = desc->shader;
if (device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
From: Zebediah Figura zfigura@codeweavers.com
This has been unused since 1bd56b6ca5638cdf026938eb89fac0ccfd24874b. --- dlls/wined3d/arb_program_shader.c | 10 +++------- 1 file changed, 3 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 26e46432a17..ea15294262a 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -269,7 +269,6 @@ struct arb_vshader_private {
struct shader_arb_priv { - GLuint current_vprogram_id; const struct arb_ps_compiled_shader *compiled_fprog; const struct arb_vs_compiled_shader *compiled_vprog; BOOL use_arbfp_fixed_func; @@ -4656,19 +4655,18 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
compiled = find_arb_vshader(vs, gl_info, context->stream_info.use_map, &compile_args, ps_input_sig); - priv->current_vprogram_id = compiled->prgId; priv->compiled_vprog = compiled;
/* Bind the vertex program */ - GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); - checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id);"); + GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, compiled->prgId)); + checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, compiled->prgId);");
priv->vertex_pipe->vp_enable(context, FALSE);
/* Enable OpenGL vertex programs */ gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);"); - TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id); + TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", compiled->prgId); shader_arb_vs_local_constants(compiled, context_gl, state);
if(priv->last_vs_color_unclamp != compiled->need_color_unclamp) { @@ -4690,7 +4688,6 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context { if (gl_info->supported[ARB_VERTEX_PROGRAM]) { - priv->current_vprogram_id = 0; gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); } @@ -4720,7 +4717,6 @@ static void shader_arb_disable(void *shader_priv, struct wined3d_context *contex
if (gl_info->supported[ARB_VERTEX_PROGRAM]) { - priv->current_vprogram_id = 0; gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_ARB); checkGLcall("glDisable(GL_VERTEX_PROGRAM_ARB)"); }
From: Zebediah Figura zfigura@codeweavers.com
It's only used by the arbfp, nvts, and ffp pipes. --- dlls/wined3d/glsl_shader.c | 2 -- 1 file changed, 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 552d1bd75bd..7ed45da29f5 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -12140,8 +12140,6 @@ static void glsl_fragment_pipe_free(struct wined3d_device *device, struct wined3 static void glsl_fragment_pipe_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { - context->last_was_pshader = use_ps(state); - context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; }
This merge request was approved by Jan Sikorski.