driconf: remove the unused option allow_large_textures
authorMarek Olšák <marek.olsak@amd.com>
Tue, 30 Jul 2013 20:29:17 +0000 (22:29 +0200)
committerMarek Olšák <marek.olsak@amd.com>
Tue, 30 Jul 2013 21:31:23 +0000 (23:31 +0200)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
src/gallium/state_trackers/dri/common/dri_screen.c
src/mesa/drivers/dri/common/xmlpool/t_options.h

index 20a3caf601a3e855359dfcbdbfbf6214c81921c7..c8aed63f1d39bb5021f37890837d782a1f24d450 100644 (file)
@@ -55,7 +55,6 @@ PUBLIC const char __driConfigOptions[] =
 
       DRI_CONF_SECTION_QUALITY
 /*       DRI_CONF_FORCE_S3TC_ENABLE("false") */
-         DRI_CONF_ALLOW_LARGE_TEXTURES(1)
          DRI_CONF_PP_CELSHADE(0)
          DRI_CONF_PP_NORED(0)
          DRI_CONF_PP_NOGREEN(0)
@@ -77,7 +76,7 @@ PUBLIC const char __driConfigOptions[] =
 
 #define false 0
 
-static const uint __driNConfigOptions = 13;
+static const uint __driNConfigOptions = 12;
 
 static const __DRIconfig **
 dri_fill_in_modes(struct dri_screen *screen)
index ca4772003a4ebe79d5f02d32ff91864384632ff6..5b0f96115884b49d64f82d02b429ff938ea9250f 100644 (file)
@@ -266,15 +266,6 @@ DRI_CONF_OPT_BEGIN_V(texture_units,int,def, # min ":" # max ) \
         DRI_CONF_DESC(en,gettext("Number of texture units used")) \
 DRI_CONF_OPT_END
 
-#define DRI_CONF_ALLOW_LARGE_TEXTURES(def) \
-DRI_CONF_OPT_BEGIN_V(allow_large_textures,enum,def,"0:2") \
-       DRI_CONF_DESC_BEGIN(en,gettext("Support larger textures not guaranteed to fit into graphics memory")) \
-               DRI_CONF_ENUM(0,gettext("No")) \
-               DRI_CONF_ENUM(1,gettext("At least 1 texture must fit under worst-case assumptions")) \
-               DRI_CONF_ENUM(2,gettext("Announce hardware limits")) \
-       DRI_CONF_DESC_END \
-DRI_CONF_OPT_END
-
 #define DRI_CONF_TEXTURE_BLEND_QUALITY(def,range) \
 DRI_CONF_OPT_BEGIN_V(texture_blend_quality,float,def,range) \
        DRI_CONF_DESC(en,gettext("Texture filtering quality vs. speed, AKA “brilinear” texture filtering")) \