[PATCH] WineD3D: Delay render target activation=0A=

Stefan Doesinger stefan at codeweavers.com
Tue Jun 17 01:42:55 CDT 2008


=0A=
The ActivateContext in SetRenderTarget was an old regression prevention,=0A=
but now it is time to remove it.=0A=
---=0A=
 dlls/wined3d/device.c |    7 -------=0A=
 1 files changed, 0 insertions(+), 7 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c=0A=
index f7301d7..4ba22b6 100644=0A=
--- a/dlls/wined3d/device.c=0A=
+++ b/dlls/wined3d/device.c=0A=
@@ -6731,13 +6731,6 @@ static HRESULT WINAPI =
IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,=0A=
          * SetViewport may catch NOP viewport changes, which would =
occur when switching between equally sized targets=0A=
          */=0A=
         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);=0A=
-=0A=
-        /* Activate the new render target for now. This shouldn't stay =
here, but is needed until all methods using gl activate the=0A=
-         * ctx properly.=0A=
-         * Use resourceload usage, this will just set the drawables and =
context but not apply any states. The stateblock may be=0A=
-         * incomplete or incorrect when SetRenderTarget is called. =
DrawPrim() will apply the states when it is called.=0A=
-         */=0A=
-        ActivateContext(This, This->render_targets[0], =
CTXUSAGE_RESOURCELOAD);=0A=
     }=0A=
     return WINED3D_OK;=0A=
 }=0A=
-- =0A=
1.5.4.5=0A=
=0A=

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