wined3d: Remove some dead code.

oldstable
Stefan Dösinger 2008-07-04 17:43:57 -05:00 committed by Alexandre Julliard
parent 197f472ea8
commit e27734779c
1 changed files with 0 additions and 30 deletions

View File

@ -4473,42 +4473,12 @@ static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_in
if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
}
if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
} else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
/* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
* not support 3D textures. This asks for trouble if an app uses both bump mapping
* and 3D textures. It also allows us to keep the code simpler by having texture
* shaders constantly enabled.
*/
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
/* TODO: Luminance bump map? */
}
#if 0
/* FIXME: Add
pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
WINED3DTEXOPCAPS_PREMODULATE */
#endif
pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
}
/* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
#if 0
if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
#endif
}
static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }