diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 8dd23dbbfca..d6b2d07c4bb 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -2086,57 +2086,6 @@ void drawPrimitive(IWineD3DDevice *iface, /* Ok, we will be updating the screen from here onwards so grab the lock */ ENTER_GL(); -#if 0 /* TODO: vertex and pixel shaders */ - /* If we will be using a pixel, do some initialization for it */ - if ((pixel_shader = PIXEL_SHADER(This->stateBlock->PixelShader))) { - TRACE("drawing with pixel shader handle %p\n", pixel_shader); - memset(&pixel_shader->input, 0, sizeof(PSHADERINPUTDATA8)); - - GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId)); - checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId);"); - glEnable(GL_FRAGMENT_PROGRAM_ARB); - checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); - - /* init Constants */ - if (This->stateBlock->Changed.pixelShaderConstant) { - TRACE_(d3d_shader)("pixel shader initializing constants %p\n",pixel_shader); - IDirect3DPixelShaderImpl_SetConstantF(pixel_shader, 0, (CONST FLOAT*) &This->stateBlock->pixelShaderConstant[0], 8); - } - /* Update the constants */ - for (i = 0; i < D3D8_PSHADER_MAX_CONSTANTS; ++i) { - GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, (GLfloat *)&This->stateBlock->pixelShaderConstant[i])); - checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB"); - } - } -#endif /* TODO: vertex and pixel shaders */ - -#if 0 /* TODO: vertex and pixel shaders */ - /* If we will be using a pixel, do some initialization for it */ - if ((pixel_shader = PIXEL_SHADER(This->stateBlock->PixelShader))) { - TRACE("drawing with pixel shader handle %p\n", pixel_shader); - memset(&pixel_shader->input, 0, sizeof(PSHADERINPUTDATA8)); - - GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId)); - checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixel_shader->prgId);"); - glEnable(GL_FRAGMENT_PROGRAM_ARB); - checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);"); - - /* init Constants */ - if (This->stateBlock->Changed.pixelShaderConstant) { - TRACE_(d3d_shader)("pixel shader initializing constants %p\n",pixel_shader); - IDirect3DPixelShaderImpl_SetConstantF(pixel_shader, 0, (CONST FLOAT*) - &This->stateBlock->pixelShaderConstant[0], 8); - } - /* Update the constants */ - for (i = 0; i < D3D8_PSHADER_MAX_CONSTANTS; ++i) { - GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, - (GLfloat *)&This->stateBlock->pixelShaderConstant[i])); - - checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB"); - } - } -#endif /* TODO: vertex and pixel shaders */ - /* Initialize all values to null */ memset(&dataLocations, 0x00, sizeof(dataLocations)); /* convert the FVF or vertexDeclaration into a strided stream (this should be done when the fvf or declaration is created) */ @@ -2198,32 +2147,6 @@ void drawPrimitive(IWineD3DDevice *iface, TRACE("Restored lighting to original state\n"); } -#if 0 /* TODO: vertex and pixel shaders */ - if (pixel_shader) - { -#if 0 - GLint errPos; - glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos ); - if (errPos != -1) - FIXME("HW PixelShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) ); -#endif - glDisable(GL_FRAGMENT_PROGRAM_ARB); - } -#endif - -#if 0 /* TODO: vertex and pixel shaders */ - if (pixel_shader) - { -#if 0 - GLint errPos; - glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos ); - if (errPos != -1) - FIXME("HW PixelShader Error at position: %d\n%s\n", errPos, glGetString( GL_PROGRAM_ERROR_STRING_ARB) ); -#endif - glDisable(GL_FRAGMENT_PROGRAM_ARB); - } -#endif - /* Finshed updating the screen, restore lock */ LEAVE_GL(); TRACE("Done all gl drawing\n");