From cc6b283d3ab6b9f232a3ef0cd557f2ffcbb6a974 Mon Sep 17 00:00:00 2001 From: Michael Stefaniuc Date: Tue, 3 Feb 2009 09:35:24 +0100 Subject: [PATCH] wined3d: Remove some unused defines. --- dlls/wined3d/baseshader.c | 2 -- dlls/wined3d/pixelshader.c | 2 -- dlls/wined3d/resource.c | 1 - dlls/wined3d/utils.c | 4 ---- dlls/wined3d/vertexshader.c | 2 -- 5 files changed, 11 deletions(-) diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c index a270b0c49c..8ecc4550ef 100644 --- a/dlls/wined3d/baseshader.c +++ b/dlls/wined3d/baseshader.c @@ -31,8 +31,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d); -#define GLNAME_REQUIRE_GLSL ((const char *)1) - static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version); static inline BOOL shader_is_version_token(DWORD token) { diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index daea9dfcd5..0be352c1ad 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -34,8 +34,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); #define GLINFO_LOCATION ((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info -#define GLNAME_REQUIRE_GLSL ((const char *)1) - static HRESULT WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) { TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj); diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c index 1231b34a98..b4e49b1a32 100644 --- a/dlls/wined3d/resource.c +++ b/dlls/wined3d/resource.c @@ -25,7 +25,6 @@ #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); -#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type, IWineD3DDeviceImpl *device, UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent) diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 1d79ef875a..189c51cf53 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -1365,8 +1365,6 @@ void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, B } #undef GLINFO_LOCATION -#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info - /* This small helper function is used to convert a bitmask into the number of masked bits */ unsigned int count_bits(unsigned int mask) { @@ -1457,8 +1455,6 @@ BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize return TRUE; } -#undef GLINFO_LOCATION - /* DirectDraw stuff */ WINED3DFORMAT pixelformat_for_depth(DWORD depth) { switch(depth) { diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index 339d955e23..d51ab9f18b 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -37,8 +37,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); /* TODO: Vertex and Pixel shaders are almost identical, the only exception being the way that some of the data is looked up or the availability of some of the data i.e. some instructions are only valid for pshaders and some for vshaders because of this the bulk of the software pipeline can be shared between pixel and vertex shaders... and it wouldn't surprise me if the program can be cross compiled using a large body of shared code */ -#define GLNAME_REQUIRE_GLSL ((const char *)1) - CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = { /* This table is not order or position dependent. */ -- 2.32.0.93.g670b81a890