Commit 0f161dc1 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Remove some unused code.

parent 5b90101e
...@@ -181,9 +181,6 @@ const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1]; ...@@ -181,9 +181,6 @@ const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
const GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1]; const GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1]; const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
extern const struct filter_lookup filter_lookup_nofilter;
extern struct filter_lookup filter_lookup;
/* float_16_to_32() and float_32_to_16() (see implementation in /* float_16_to_32() and float_32_to_16() (see implementation in
* surface_base.c) convert 16 bit floats in the FLOAT16 data type * surface_base.c) convert 16 bit floats in the FLOAT16 data type
* to standard C floats and vice versa. They do not depend on the encoding * to standard C floats and vice versa. They do not depend on the encoding
...@@ -1474,12 +1471,6 @@ extern const IWineD3DVtbl IWineD3D_Vtbl; ...@@ -1474,12 +1471,6 @@ extern const IWineD3DVtbl IWineD3D_Vtbl;
BOOL InitAdapters(IWineD3DImpl *This); BOOL InitAdapters(IWineD3DImpl *This);
/* TODO: setup some flags in the registry to enable, disable pbuffer support
(since it will break quite a few things until contexts are managed properly!) */
extern BOOL pbuffer_support;
/* allocate one pbuffer per surface */
extern BOOL pbuffer_per_surface;
/* A helper function that dumps a resource list */ /* A helper function that dumps a resource list */
void dumpResources(struct list *list); void dumpResources(struct list *list);
...@@ -1794,10 +1785,6 @@ HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DT ...@@ -1794,10 +1785,6 @@ HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DT
BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty); BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod); DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
void basetexture_unload(IWineD3DBaseTexture *iface); void basetexture_unload(IWineD3DBaseTexture *iface);
static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
This->baseTexture.is_srgb = srgb;
}
/***************************************************************************** /*****************************************************************************
* IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl) * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
......
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