Remove some very old debug code.
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9b36b7b487
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@ -199,8 +199,6 @@ bind(GSG *gsg) {
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bind_state = false;
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#ifdef HAVE_CG
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if (_cg_context) {
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DBG_SH5 dxgsg9_cat.debug ( ) << "SHADER: bind \n"; DBG_E
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// clear the last cached FVF to make sure the next SetFVF call goes through
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gsg -> _last_fvf = 0;
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@ -250,9 +248,6 @@ unbind(GSG *gsg) {
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#ifdef HAVE_CG
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if (_cg_context) {
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DBG_SH5 dxgsg9_cat.debug ( ) << "SHADER: unbind \n"; DBG_E
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HRESULT hr;
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hr = gsg -> _d3d_device -> SetVertexShader (NULL);
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@ -330,15 +325,6 @@ issue_parameters(GSG *gsg, int altered)
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data = temp_matrix.get_data();
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hr = cgD3D9SetUniform (p, data);
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DBG_SH2
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dxgsg9_cat.debug ( ) << "Shader::SMP_whole MATRIX \n" <<
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data[ 0] << " " << data[ 1] << " " << data[ 2] << " " << data[ 3] << "\n" <<
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data[ 4] << " " << data[ 5] << " " << data[ 6] << " " << data[ 7] << "\n" <<
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data[ 8] << " " << data[ 9] << " " << data[10] << " " << data[11] << "\n" <<
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data[12] << " " << data[13] << " " << data[14] << " " << data[15] << "\n";
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DBG_E
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break;
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case Shader::SMP_transpose:
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@ -606,16 +592,6 @@ update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg)
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dxgsg9_cat.error ( ) << "VE ERROR: unsupported vertex element " << name -> get_name ( ) << "\n";
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}
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DBG_SH2 dxgsg9_cat.debug ( ) << "SHADER: update_shader_vertex_arrays " << i << "\n"; DBG_E
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DBG_SH2 dxgsg9_cat.debug ( )
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<< "\n name " << name -> get_name ( )
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<< " num_values " << num_values
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<< " numeric_type " << numeric_type
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<< " start " << start
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<< " stride " << stride
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<< "\n";
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DBG_E
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} else {
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dxgsg9_cat.error ( )
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<< "get_array_info ( ) failed for shader "
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@ -642,11 +618,6 @@ update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg)
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dxgsg9_cat.debug() << "|||||cgD3D9ValidateVertexDeclaration succeeded\n";
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}
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else {
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DBG_SH2
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dxgsg9_cat.error() << "********************************************\n";
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dxgsg9_cat.error() << "***cgD3D9ValidateVertexDeclaration failed***\n";
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dxgsg9_cat.error() << "********************************************\n";
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DBG_E
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}
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}
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else {
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@ -654,9 +625,6 @@ update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg)
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}
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_vertex_size = vertex_element_array -> offset;
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DBG_SH2 dxgsg9_cat.debug ( ) << "SHADER: vertex size " << _vertex_size << "\n"; DBG_E
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_vertex_element_array = vertex_element_array;
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}
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else {
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@ -131,27 +131,12 @@ DXVertexBufferContext9(PreparedGraphicsObjects *pgo, GeomVertexArrayData *data,
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vertex_element_type -> index = vertex_element_type_counter_array [vertex_element_type -> vs_input_type];
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vertex_element_type_counter_array [vertex_element_type -> vs_input_type]++;
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// SHADER ISSUE: STREAM INDEX ALWAYS 0 FOR VERTEX BUFFER ???
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// SHADER ISSUE: STREAM INDEX ALWAYS 0 FOR VERTEX BUFFER ???
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vertex_element_type -> stream = 0;
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vertex_element_type -> offset = array_format -> get_column(index) -> get_start ( );
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DBG_VEA dxgsg9_cat.debug()
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<< "INFO VertexElementArray " << index
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<< " " << name -> get_name ( )
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<< " VS INPUT TYPE " << vertex_element_type -> vs_input_type
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<< " index " << vertex_element_type -> index
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<< " offset " << vertex_element_type -> offset
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<< "\n";
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DBG_E
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vertex_element_type++;
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}
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DBG_VEA dxgsg9_cat.debug()
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<< "INFO stride " << array_format -> get_stride ( )
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<< " total bytes " << array_format-> get_total_bytes ( )
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<< "\n";
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DBG_E
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}
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_vertex_element_type_array = vertex_element_type_array;
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