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wined3d: Remove WINED3D_TEXTURE_NORMALIZED_COORDS.
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 in012f9b03f8
[which changed the relevant code to use wined3d_context_gl_draw_textured_quad() instead], andcdacbd985
[which removed the relevant code entirely.]
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@ -3955,8 +3955,7 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
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texture->layer_count = layer_count;
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texture->level_count = level_count;
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texture->lod = 0;
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texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS
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| WINED3D_TEXTURE_DOWNLOADABLE;
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texture->flags |= WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_DOWNLOADABLE;
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if (flags & WINED3D_TEXTURE_CREATE_GET_DC_LENIENT)
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{
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texture->flags |= WINED3D_TEXTURE_GET_DC_LENIENT;
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@ -3991,7 +3990,7 @@ static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struc
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{
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texture->pow2_matrix[0] = (float)desc->width;
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texture->pow2_matrix[5] = (float)desc->height;
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texture->flags &= ~(WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS);
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texture->flags &= ~WINED3D_TEXTURE_POW2_MAT_IDENT;
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}
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else if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
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{
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@ -3311,7 +3311,6 @@ struct wined3d_texture_ops
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#define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
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#define WINED3D_TEXTURE_SRGB_VALID 0x00000080
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#define WINED3D_TEXTURE_CONVERTED 0x00000100
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#define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
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#define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
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#define WINED3D_TEXTURE_DC_IN_USE 0x00001000
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#define WINED3D_TEXTURE_DISCARD 0x00002000
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