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wine
wine-winehq
Commits
2d7cdc3e
Commit
2d7cdc3e
authored
Jul 02, 2008
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jul 08, 2008
Browse files
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Plain Diff
wined3d: Remove the DLL load init function.
parent
94b72350
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6 changed files
with
0 additions
and
59 deletions
+0
-59
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+0
-4
ati_fragment_shader.c
dlls/wined3d/ati_fragment_shader.c
+0
-44
baseshader.c
dlls/wined3d/baseshader.c
+0
-2
glsl_shader.c
dlls/wined3d/glsl_shader.c
+0
-3
wined3d_main.c
dlls/wined3d/wined3d_main.c
+0
-5
wined3d_private.h
dlls/wined3d/wined3d_private.h
+0
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
2d7cdc3e
...
...
@@ -2090,9 +2090,6 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info
}
}
static
void
shader_arb_load_init
(
void
)
{
}
static
void
shader_arb_fragment_enable
(
IWineD3DDevice
*
iface
,
BOOL
enable
)
{
none_shader_backend
.
shader_fragment_enable
(
iface
,
enable
);
}
...
...
@@ -2111,7 +2108,6 @@ const shader_backend_t arb_program_shader_backend = {
shader_arb_generate_pshader
,
shader_arb_generate_vshader
,
shader_arb_get_caps
,
shader_arb_load_init
,
shader_arb_fragment_enable
,
FFPStateTable
};
dlls/wined3d/ati_fragment_shader.c
View file @
2d7cdc3e
...
...
@@ -856,44 +856,6 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
/* our state table. Borrows lots of stuff from the base implementation */
struct
StateEntry
ATIFSStateTable
[
STATE_HIGHEST
+
1
];
static
void
init_state_table
()
{
unsigned
int
i
;
const
DWORD
rep
=
STATE_TEXTURESTAGE
(
0
,
WINED3DTSS_COLOROP
);
memcpy
(
ATIFSStateTable
,
arb_program_shader_backend
.
StateTable_remove
,
sizeof
(
ATIFSStateTable
));
for
(
i
=
0
;
i
<
MAX_TEXTURES
;
i
++
)
{
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLOROP
)].
apply
=
NULL
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLOROP
)].
representative
=
rep
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLORARG1
)].
apply
=
NULL
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLORARG1
)].
representative
=
rep
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLORARG2
)].
apply
=
NULL
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLORARG2
)].
representative
=
rep
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLORARG0
)].
apply
=
NULL
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLORARG0
)].
representative
=
rep
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_ALPHAOP
)].
apply
=
NULL
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_ALPHAOP
)].
representative
=
rep
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_ALPHAARG1
)].
apply
=
NULL
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_ALPHAARG1
)].
representative
=
rep
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_ALPHAARG2
)].
apply
=
NULL
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_ALPHAARG2
)].
representative
=
rep
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_ALPHAARG0
)].
apply
=
NULL
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_ALPHAARG0
)].
representative
=
rep
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_RESULTARG
)].
apply
=
NULL
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_RESULTARG
)].
representative
=
rep
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_BUMPENVMAT00
)].
apply
=
NULL
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_BUMPENVMAT01
)].
apply
=
NULL
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_BUMPENVMAT10
)].
apply
=
NULL
;
ATIFSStateTable
[
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_BUMPENVMAT11
)].
apply
=
NULL
;
}
ATIFSStateTable
[
STATE_RENDER
(
WINED3DRS_TEXTUREFACTOR
)].
apply
=
NULL
;
ATIFSStateTable
[
STATE_RENDER
(
WINED3DRS_TEXTUREFACTOR
)].
representative
=
STATE_RENDER
(
WINED3DRS_TEXTUREFACTOR
);
}
const
struct
StateEntryTemplate
atifs_fragmentstate_template
[]
=
{
{
STATE_RENDER
(
WINED3DRS_TEXTUREFACTOR
),
{
STATE_RENDER
(
WINED3DRS_TEXTUREFACTOR
),
state_texfactor_atifs
}},
{
STATE_TEXTURESTAGE
(
0
,
WINED3DTSS_COLOROP
),
{
STATE_TEXTURESTAGE
(
0
,
WINED3DTSS_COLOROP
),
set_tex_op_atifs
}},
...
...
@@ -1079,11 +1041,6 @@ static BOOL shader_atifs_dirty_const(IWineD3DDevice *iface) {
return
arb_program_shader_backend
.
shader_dirtifyable_constants
(
iface
);
}
static
void
shader_atifs_load_init
(
void
)
{
arb_program_shader_backend
.
shader_dll_load_init
();
init_state_table
();
}
static
void
shader_atifs_get_caps
(
WINED3DDEVTYPE
devtype
,
WineD3D_GL_Info
*
gl_info
,
struct
shader_caps
*
caps
)
{
arb_program_shader_backend
.
shader_get_caps
(
devtype
,
gl_info
,
caps
);
...
...
@@ -1168,7 +1125,6 @@ const shader_backend_t atifs_shader_backend = {
shader_atifs_generate_pshader
,
shader_atifs_generate_vshader
,
shader_atifs_get_caps
,
shader_atifs_load_init
,
shader_atifs_fragment_enable
,
ATIFSStateTable
};
dlls/wined3d/baseshader.c
View file @
2d7cdc3e
...
...
@@ -1105,7 +1105,6 @@ static void shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFF
static
void
shader_none_generate_vshader
(
IWineD3DVertexShader
*
iface
,
SHADER_BUFFER
*
buffer
)
{
FIXME
(
"NONE shader backend asked to generate a vertex shader
\n
"
);
}
static
void
shader_none_load_init
(
void
)
{}
#define GLINFO_LOCATION (*gl_info)
static
void
shader_none_get_caps
(
WINED3DDEVTYPE
devtype
,
WineD3D_GL_Info
*
gl_info
,
struct
shader_caps
*
pCaps
)
{
...
...
@@ -1214,7 +1213,6 @@ const shader_backend_t none_shader_backend = {
shader_none_generate_pshader
,
shader_none_generate_vshader
,
shader_none_get_caps
,
shader_none_load_init
,
shader_none_fragment_enable
,
FFPStateTable
};
...
...
dlls/wined3d/glsl_shader.c
View file @
2d7cdc3e
...
...
@@ -3689,8 +3689,6 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_inf
TRACE_
(
d3d_caps
)(
"Hardware pixel shader version %d.%d enabled (GLSL)
\n
"
,
(
pCaps
->
PixelShaderVersion
>>
8
)
&
0xff
,
pCaps
->
PixelShaderVersion
&
0xff
);
}
static
void
shader_glsl_load_init
(
void
)
{}
static
void
shader_glsl_fragment_enable
(
IWineD3DDevice
*
iface
,
BOOL
enable
)
{
none_shader_backend
.
shader_fragment_enable
(
iface
,
enable
);
}
...
...
@@ -3709,7 +3707,6 @@ const shader_backend_t glsl_shader_backend = {
shader_glsl_generate_pshader
,
shader_glsl_generate_vshader
,
shader_glsl_get_caps
,
shader_glsl_load_init
,
shader_glsl_fragment_enable
,
FFPStateTable
};
dlls/wined3d/wined3d_main.c
View file @
2d7cdc3e
...
...
@@ -95,11 +95,6 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
DWORD
len
;
WNDCLASSA
wc
;
atifs_shader_backend
.
shader_dll_load_init
();
glsl_shader_backend
.
shader_dll_load_init
();
arb_program_shader_backend
.
shader_dll_load_init
();
none_shader_backend
.
shader_dll_load_init
();
/* We need our own window class for a fake window which we use to retrieve GL capabilities */
/* We might need CS_OWNDC in the future if we notice strange things on Windows.
* Various articles/posts about OpenGL problems on Windows recommend this. */
...
...
dlls/wined3d/wined3d_private.h
View file @
2d7cdc3e
...
...
@@ -300,7 +300,6 @@ typedef struct {
void
(
*
shader_generate_pshader
)(
IWineD3DPixelShader
*
iface
,
SHADER_BUFFER
*
buffer
);
void
(
*
shader_generate_vshader
)(
IWineD3DVertexShader
*
iface
,
SHADER_BUFFER
*
buffer
);
void
(
*
shader_get_caps
)(
WINED3DDEVTYPE
devtype
,
WineD3D_GL_Info
*
gl_info
,
struct
shader_caps
*
caps
);
void
(
*
shader_dll_load_init
)(
void
);
void
(
*
shader_fragment_enable
)(
IWineD3DDevice
*
iface
,
BOOL
enable
);
const
struct
StateEntry
*
StateTable_remove
;
/* TODO: This has to go away */
}
shader_backend_t
;
...
...
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