wined3d: Remove some unused code.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 2c3d7e0..877601c 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1078,7 +1078,6 @@
GUID tag;
DWORD flags; /* DDSPD_* */
- DWORD uniqueness_value;
union
{
@@ -1278,8 +1277,6 @@
/* IWineD3DCubeTexture */
IWineD3DSurface *surfaces[6][MAX_LEVELS];
-
- UINT edgeLength;
} IWineD3DCubeTextureImpl;
extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
@@ -1328,10 +1325,6 @@
/* IWineD3DVolumeTexture */
IWineD3DVolume *volumes[MAX_LEVELS];
-
- UINT width;
- UINT height;
- UINT depth;
} IWineD3DVolumeTextureImpl;
extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
@@ -1938,11 +1931,7 @@
*
* Note: Only require classes which are subclassed, ie resource, basetexture,
*/
- /*** IUnknown methods ***/
- extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
- extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
- extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
- /*** IWineD3DResource methods ***/
+ /* IWineD3DResource */
extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
@@ -1950,28 +1939,12 @@
extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
- extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
- extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
- /*** class static members ***/
void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
- /*** IUnknown methods ***/
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
- extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
- extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
- /*** IWineD3DResource methods ***/
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
- extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
- extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
- extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
+ /* IWineD3DBaseTexture */
+ void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
- extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
- /*** IWineD3DBaseTexture methods ***/
extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
@@ -1980,14 +1953,11 @@
extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
-
- extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
- extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
- /*** class static members ***/
- void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
+ /* IWineD3DVertexBuffer */
+ extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
/* TODO: Make this dynamic, based on shader limits ? */
#define MAX_REG_ADDR 1