[PATCH 1/5] wined3d: Avoid some redundant state_pscale() calls.
Henri Verbeet
hverbeet at codeweavers.com
Mon Aug 19 03:50:50 CDT 2013
---
dlls/wined3d/state.c | 7 ++-----
1 file changed, 2 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 9fc7840..ffc3101 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -4677,10 +4677,6 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
vp.width, vp.height);
}
-
- if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)))
- state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
-
checkGLcall("glViewport");
}
@@ -4688,7 +4684,8 @@ void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_s
{
if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
- if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)))
+ if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
+ && state->render_states[WINED3D_RS_POINTSCALEENABLE])
state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
/* Update the position fixup. */
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
--
1.8.1.5
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