wined3d: Remove some unused code.

This commit is contained in:
Henri Verbeet 2008-11-20 13:32:00 +01:00 committed by Alexandre Julliard
parent 41de62f71d
commit ba78f072e2
2 changed files with 0 additions and 92 deletions

View file

@ -2308,17 +2308,10 @@ typedef struct IWineD3DVertexShaderImpl {
attrib_declaration swizzled_attribs [MAX_ATTRIBS];
UINT num_swizzled_attribs;
/* run time data... */
VSHADERDATA *data;
UINT min_rel_offset, max_rel_offset;
UINT rel_offset;
UINT recompile_count;
#if 0 /* needs reworking */
/* run time data */
VSHADERINPUTDATA input;
VSHADEROUTPUTDATA output;
#endif
} IWineD3DVertexShaderImpl;
extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
@ -2354,9 +2347,6 @@ typedef struct IWineD3DPixelShaderImpl {
BOOL input_reg_used[MAX_REG_INPUT];
int declared_in_count;
/* run time data */
PSHADERDATA *data;
/* Some information about the shader behavior */
struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
char numbumpenvmatconsts;
@ -2369,11 +2359,6 @@ typedef struct IWineD3DPixelShaderImpl {
BOOL render_offscreen;
UINT height;
enum vertexprocessing_mode vertexprocessing;
#if 0 /* needs reworking */
PSHADERINPUTDATA input;
PSHADEROUTPUTDATA output;
#endif
} IWineD3DPixelShaderImpl;
extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];

View file

@ -123,83 +123,6 @@ typedef struct _WINED3DLINEPATTERN {
WORD wLinePattern;
} WINED3DLINEPATTERN;
#define WINED3D_VSHADER_MAX_CONSTANTS 96
#define WINED3D_PSHADER_MAX_CONSTANTS 32
typedef struct _WINED3DVECTOR_3 {
float x;
float y;
float z;
} WINED3DVECTOR_3;
typedef struct _WINED3DVECTOR_4 {
float x;
float y;
float z;
float w;
} WINED3DVECTOR_4;
typedef struct WINED3DSHADERVECTOR {
float x;
float y;
float z;
float w;
} WINED3DSHADERVECTOR;
typedef struct WINED3DSHADERSCALAR {
float x;
} WINED3DSHADERSCALAR;
typedef WINED3DSHADERVECTOR WINEVSHADERCONSTANTS8[WINED3D_VSHADER_MAX_CONSTANTS];
typedef struct VSHADERDATA {
/** Run Time Shader Function Constants */
/*D3DXBUFFER* constants;*/
WINEVSHADERCONSTANTS8 C;
/** Shader Code as char ... */
CONST DWORD* code;
UINT codeLength;
} VSHADERDATA;
/** temporary here waiting for buffer code */
typedef struct VSHADERINPUTDATA {
WINED3DSHADERVECTOR V[17];
} WINEVSHADERINPUTDATA;
/** temporary here waiting for buffer code */
typedef struct VSHADEROUTPUTDATA {
WINED3DSHADERVECTOR oPos;
WINED3DSHADERVECTOR oD[2];
WINED3DSHADERVECTOR oT[8];
WINED3DSHADERVECTOR oFog;
WINED3DSHADERVECTOR oPts;
} WINEVSHADEROUTPUTDATA;
typedef WINED3DSHADERVECTOR WINEPSHADERCONSTANTS8[WINED3D_PSHADER_MAX_CONSTANTS];
typedef struct PSHADERDATA {
/** Run Time Shader Function Constants */
/*D3DXBUFFER* constants;*/
WINEPSHADERCONSTANTS8 C;
/** Shader Code as char ... */
CONST DWORD* code;
UINT codeLength;
} PSHADERDATA;
/** temporary here waiting for buffer code */
typedef struct PSHADERINPUTDATA {
WINED3DSHADERVECTOR V[2];
WINED3DSHADERVECTOR T[8];
WINED3DSHADERVECTOR S[16];
/*D3DSHADERVECTOR R[12];*/
} WINEPSHADERINPUTDATA;
/** temporary here waiting for buffer code */
typedef struct PSHADEROUTPUTDATA {
WINED3DSHADERVECTOR oC[4];
WINED3DSHADERVECTOR oDepth;
} WINEPSHADEROUTPUTDATA;
/*****************************************************************************
* WineD3D Structures to be used when d3d8 and d3d9 are incompatible
*/