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chore: Remove all code related to _XBOX (#2505)
1 parent 1845a2d commit d90909d

8 files changed

Lines changed: 2 additions & 75 deletions

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Core/Libraries/Source/Compression/EAC/codex.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -70,7 +70,7 @@ typedef struct
7070
#define QMAKEID(a,b,c,d) (((a)<<24)|((b)<<16)|((c)<<8)|(d))
7171

7272
#if !defined(GCALL)
73-
#if defined(_MSC_VER) && !defined(_XBOX)
73+
#if defined(_MSC_VER)
7474
#define GCALL __stdcall
7575
#else
7676
#define GCALL

Core/Libraries/Source/Compression/EAC/gimex.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -270,7 +270,7 @@ typedef struct
270270
#endif
271271

272272
#if !defined(GCALL)
273-
#if defined(_MSC_VER) && !defined(_XBOX)
273+
#if defined(_MSC_VER)
274274
#define GCALL __stdcall
275275
#else
276276
#define GCALL

Core/Libraries/Source/WWVegas/WW3D2/formconv.cpp

Lines changed: 0 additions & 27 deletions
Original file line numberDiff line numberDiff line change
@@ -69,7 +69,6 @@ D3DFORMAT WW3DFormatToD3DFormatConversionArray[WW3D_FORMAT_COUNT] = {
6969
// adding depth stencil format conversion
7070
D3DFORMAT WW3DZFormatToD3DFormatConversionArray[WW3D_ZFORMAT_COUNT] =
7171
{
72-
#ifndef _XBOX
7372
D3DFMT_UNKNOWN,
7473
D3DFMT_D16_LOCKABLE, // 16-bit z-buffer bit depth. This is an application-lockable surface format.
7574
D3DFMT_D32, // 32-bit z-buffer bit depth.
@@ -78,21 +77,6 @@ D3DFORMAT WW3DZFormatToD3DFormatConversionArray[WW3D_ZFORMAT_COUNT] =
7877
D3DFMT_D16, // 16-bit z-buffer bit depth.
7978
D3DFMT_D24X8, // 32-bit z-buffer bit depth using 24 bits for the depth channel.
8079
D3DFMT_D24X4S4, // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.
81-
#else
82-
D3DFMT_UNKNOWN,
83-
D3DFMT_D16_LOCKABLE, // 16-bit z-buffer bit depth. This is an application-lockable surface format.
84-
D3DFMT_D32, // 32-bit z-buffer bit depth.
85-
D3DFMT_D15S1, // 16-bit z-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel.
86-
D3DFMT_D24S8, // 32-bit z-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel.
87-
D3DFMT_D16, // 16-bit z-buffer bit depth.
88-
D3DFMT_D24X8, // 32-bit z-buffer bit depth using 24 bits for the depth channel.
89-
D3DFMT_D24X4S4, // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.
90-
91-
D3DFMT_LIN_D24S8,
92-
D3DFMT_LIN_F24S8,
93-
D3DFMT_LIN_D16,
94-
D3DFMT_LIN_F16
95-
#endif
9680
};
9781

9882

@@ -129,13 +113,8 @@ WW3DFormat D3DFormatToWW3DFormatConversionArray[HIGHEST_SUPPORTED_D3DFORMAT + 1]
129113
};
130114
*/
131115

132-
#ifndef _XBOX
133116
#define HIGHEST_SUPPORTED_D3DFORMAT D3DFMT_X8L8V8U8
134117
#define HIGHEST_SUPPORTED_D3DZFORMAT D3DFMT_D16
135-
#else
136-
#define HIGHEST_SUPPORTED_D3DFORMAT D3DFMT_LIN_R8G8B8A8
137-
#define HIGHEST_SUPPORTED_D3DZFORMAT D3DFMT_LIN_F16
138-
#endif
139118
WW3DFormat D3DFormatToWW3DFormatConversionArray[HIGHEST_SUPPORTED_D3DFORMAT + 1];
140119
WW3DZFormat D3DFormatToWW3DZFormatConversionArray[HIGHEST_SUPPORTED_D3DZFORMAT + 1];
141120

@@ -243,10 +222,4 @@ void Init_D3D_To_WW3_Conversion()
243222
D3DFormatToWW3DZFormatConversionArray[D3DFMT_D16]=WW3D_ZFORMAT_D16;
244223
D3DFormatToWW3DZFormatConversionArray[D3DFMT_D24X8]=WW3D_ZFORMAT_D24X8;
245224
D3DFormatToWW3DZFormatConversionArray[D3DFMT_D24X4S4]=WW3D_ZFORMAT_D24X4S4;
246-
#ifdef _XBOX
247-
D3DFormatToWW3DZFormatConversionArray[D3DFMT_LIN_D24S8]=WW3D_ZFORMAT_LIN_D24S8;
248-
D3DFormatToWW3DZFormatConversionArray[D3DFMT_LIN_F24S8]=WW3D_ZFORMAT_LIN_F24S8;
249-
D3DFormatToWW3DZFormatConversionArray[D3DFMT_LIN_D16]=WW3D_ZFORMAT_LIN_D16;
250-
D3DFormatToWW3DZFormatConversionArray[D3DFMT_LIN_F16]=WW3D_ZFORMAT_LIN_F16;
251-
#endif
252225
};

Core/Libraries/Source/WWVegas/WW3D2/texture.cpp

Lines changed: 0 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -336,11 +336,7 @@ unsigned int TextureBaseClass::Get_Priority()
336336
return 0;
337337
}
338338

339-
#ifndef _XBOX
340339
return D3DTexture->GetPriority();
341-
#else
342-
return 0;
343-
#endif
344340
}
345341

346342

@@ -356,11 +352,7 @@ unsigned int TextureBaseClass::Set_Priority(unsigned int priority)
356352
return 0;
357353
}
358354

359-
#ifndef _XBOX
360355
return D3DTexture->SetPriority(priority);
361-
#else
362-
return 0;
363-
#endif
364356
}
365357

366358

Core/Libraries/Source/WWVegas/WW3D2/ww3dformat.cpp

Lines changed: 0 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -115,12 +115,6 @@ void Get_WW3D_ZFormat_Name(WW3DZFormat format, StringClass& name)
115115
case WW3D_ZFORMAT_D16 : name="D16"; break; // 16-bit z-buffer bit depth.
116116
case WW3D_ZFORMAT_D24X8 : name="D24X8"; break; // 32-bit z-buffer bit depth using 24 bits for the depth channel.
117117
case WW3D_ZFORMAT_D24X4S4 : name="D24X4S4"; break; // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.
118-
#ifdef _XBOX
119-
case WW3D_ZFORMAT_LIN_D24S8 : name="D24S8LIN"; break;
120-
case WW3D_ZFORMAT_LIN_F24S8 : name="F24S8LIN"; break;
121-
case WW3D_ZFORMAT_LIN_D16 : name="D16LIN"; break;
122-
case WW3D_ZFORMAT_LIN_F16 : name="F16LIN"; break;
123-
#endif
124118
}
125119
}
126120

@@ -529,12 +523,6 @@ unsigned Get_Num_Depth_Bits(WW3DZFormat zformat)
529523
case WW3D_ZFORMAT_D16 : return 16; break;
530524
case WW3D_ZFORMAT_D24X8 : return 24; break;
531525
case WW3D_ZFORMAT_D24X4S4 : return 24; break;
532-
#ifdef _XBOX
533-
case WW3D_ZFORMAT_LIN_D24S8 : return 24; break;
534-
case WW3D_ZFORMAT_LIN_F24S8 : return 24; break;
535-
case WW3D_ZFORMAT_LIN_D16 : return 16; break;
536-
case WW3D_ZFORMAT_LIN_F16 : return 16; break;
537-
#endif
538526
};
539527
return 0;
540528
};
@@ -550,12 +538,6 @@ unsigned Get_Num_Stencil_Bits(WW3DZFormat zformat)
550538
case WW3D_ZFORMAT_D16 : return 0; break;
551539
case WW3D_ZFORMAT_D24X8 : return 0; break;
552540
case WW3D_ZFORMAT_D24X4S4 : return 4; break;
553-
#ifdef _XBOX
554-
case WW3D_ZFORMAT_LIN_D24S8 : return 8; break;
555-
case WW3D_ZFORMAT_LIN_F24S8 : return 8; break;
556-
case WW3D_ZFORMAT_LIN_D16 : return 0; break;
557-
case WW3D_ZFORMAT_LIN_F16 : return 0; break;
558-
#endif
559541
};
560542
return 0;
561543
};

Core/Libraries/Source/WWVegas/WW3D2/ww3dformat.h

Lines changed: 0 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -107,12 +107,6 @@ enum WW3DZFormat
107107
WW3D_ZFORMAT_D16, // 16-bit z-buffer bit depth.
108108
WW3D_ZFORMAT_D24X8, // 32-bit z-buffer bit depth using 24 bits for the depth channel.
109109
WW3D_ZFORMAT_D24X4S4, // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.
110-
#ifdef _XBOX
111-
WW3D_ZFORMAT_LIN_D24S8,
112-
WW3D_ZFORMAT_LIN_F24S8,
113-
WW3D_ZFORMAT_LIN_D16,
114-
WW3D_ZFORMAT_LIN_F16,
115-
#endif
116110
WW3D_ZFORMAT_COUNT
117111
};
118112

Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp

Lines changed: 0 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -3201,7 +3201,6 @@ DX8Wrapper::Set_Render_Target(IDirect3DSwapChain8 *swap_chain)
32013201
void
32023202
DX8Wrapper::Set_Render_Target(IDirect3DSurface8 *render_target, bool use_default_depth_buffer)
32033203
{
3204-
//#ifndef _XBOX
32053204
DX8_THREAD_ASSERT();
32063205
DX8_Assert();
32073206

@@ -3316,7 +3315,6 @@ DX8Wrapper::Set_Render_Target(IDirect3DSurface8 *render_target, bool use_default
33163315

33173316
IsRenderToTexture = false;
33183317
return ;
3319-
//#endif // XBOX
33203318
}
33213319

33223320

@@ -3330,7 +3328,6 @@ void DX8Wrapper::Set_Render_Target
33303328
IDirect3DSurface8* depth_buffer
33313329
)
33323330
{
3333-
//#ifndef _XBOX
33343331
DX8_THREAD_ASSERT();
33353332
DX8_Assert();
33363333

@@ -3430,7 +3427,6 @@ void DX8Wrapper::Set_Render_Target
34303427
}
34313428

34323429
IsRenderToTexture=true;
3433-
//#endif // XBOX
34343430
}
34353431

34363432

GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp

Lines changed: 0 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -562,8 +562,6 @@ bool DX8Wrapper::Create_Device()
562562
return false;
563563
}
564564

565-
#ifndef _XBOX
566-
567565
Vertex_Processing_Behavior=(caps.DevCaps&D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
568566
D3DCREATE_MIXED_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING;
569567

@@ -573,10 +571,6 @@ bool DX8Wrapper::Create_Device()
573571
Vertex_Processing_Behavior|=D3DCREATE_PUREDEVICE;
574572
}*/
575573

576-
#else // XBOX
577-
Vertex_Processing_Behavior=D3DCREATE_PUREDEVICE;
578-
#endif // XBOX
579-
580574
#ifdef CREATE_DX8_MULTI_THREADED
581575
Vertex_Processing_Behavior|=D3DCREATE_MULTITHREADED;
582576
_DX8SingleThreaded=false;
@@ -3444,7 +3438,6 @@ DX8Wrapper::Set_Render_Target(IDirect3DSwapChain8 *swap_chain)
34443438
void
34453439
DX8Wrapper::Set_Render_Target(IDirect3DSurface8 *render_target, bool use_default_depth_buffer)
34463440
{
3447-
//#ifndef _XBOX
34483441
DX8_THREAD_ASSERT();
34493442
DX8_Assert();
34503443

@@ -3559,7 +3552,6 @@ DX8Wrapper::Set_Render_Target(IDirect3DSurface8 *render_target, bool use_default
35593552

35603553
IsRenderToTexture = false;
35613554
return ;
3562-
//#endif // XBOX
35633555
}
35643556

35653557

@@ -3573,7 +3565,6 @@ void DX8Wrapper::Set_Render_Target
35733565
IDirect3DSurface8* depth_buffer
35743566
)
35753567
{
3576-
//#ifndef _XBOX
35773568
DX8_THREAD_ASSERT();
35783569
DX8_Assert();
35793570

@@ -3673,7 +3664,6 @@ void DX8Wrapper::Set_Render_Target
36733664
}
36743665

36753666
IsRenderToTexture=true;
3676-
//#endif // XBOX
36773667
}
36783668

36793669

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