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wined3d: Remove dead vertex shader code.
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8e85210144
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@ -42,8 +42,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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# define TRACE_VSVECTOR(name)
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#endif
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#if 1 /* FIXME : Needs sorting when vshader code moved in properly */
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/**
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* DirectX9 SDK download
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* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
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@ -1182,65 +1180,6 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_ExecuteSW(IWineD3DVertexShader* iface, W
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return WINED3D_OK;
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}
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HRESULT WINAPI IWineD3DVertexShaderImpl_SetConstantF(IWineD3DVertexShader *iface, UINT StartRegister, CONST FLOAT *pConstantData, UINT Vector4fCount) {
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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FIXME("(%p) : stub\n", This);
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return WINED3D_OK;
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}
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HRESULT WINAPI IWineD3DVertexShaderImpl_GetConstantF(IWineD3DVertexShader *iface, UINT StartRegister, FLOAT *pConstantData, UINT Vector4fCount) {
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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FIXME("(%p) : stub\n", This);
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return WINED3D_OK;
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}
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HRESULT WINAPI IWineD3DVertexShaderImpl_SetConstantI(IWineD3DVertexShader *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) {
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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if (StartRegister + Vector4iCount > WINED3D_VSHADER_MAX_CONSTANTS) {
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ERR("(%p) : SetVertexShaderConstantI C[%u] invalid\n", This, StartRegister);
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return WINED3DERR_INVALIDCALL;
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}
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if (NULL == pConstantData) {
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return WINED3DERR_INVALIDCALL;
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}
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FIXME("(%p) : stub\n", This);
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return WINED3D_OK;
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}
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HRESULT WINAPI IWineD3DVertexShaderImpl_GetConstantI(IWineD3DVertexShader *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) {
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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TRACE("(%p) : C[%u] count=%u\n", This, StartRegister, Vector4iCount);
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if (StartRegister + Vector4iCount > WINED3D_VSHADER_MAX_CONSTANTS) {
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return WINED3DERR_INVALIDCALL;
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}
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if (NULL == pConstantData) {
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return WINED3DERR_INVALIDCALL;
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}
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FIXME("(%p) : stub\n", This);
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return WINED3D_OK;
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}
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HRESULT WINAPI IWineD3DVertexShaderImpl_SetConstantB(IWineD3DVertexShader *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) {
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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if (StartRegister + BoolCount > WINED3D_VSHADER_MAX_CONSTANTS) {
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ERR("(%p) : SetVertexShaderConstantB C[%u] invalid\n", This, StartRegister);
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return WINED3DERR_INVALIDCALL;
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}
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if (NULL == pConstantData) {
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return WINED3DERR_INVALIDCALL;
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}
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FIXME("(%p) : stub\n", This);
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return WINED3D_OK;
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}
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HRESULT WINAPI IWineD3DVertexShaderImpl_GetConstantB(IWineD3DVertexShader *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount) {
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IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl *)iface;
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FIXME("(%p) : stub\n", This);
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return WINED3D_OK;
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}
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#endif
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/* *******************************************
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IWineD3DVertexShader IUnknown parts follow
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******************************************* */
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