Henri Verbeet : wined3d: Remove a redundant IWineD3DDeviceImpl_MarkStateDirty() call.

Alexandre Julliard julliard at winehq.org
Mon Aug 17 11:24:02 CDT 2009


Module: wine
Branch: master
Commit: 8d0ad2cf36a1ca4eaa2b408d33c2eb7d54bacd68
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=8d0ad2cf36a1ca4eaa2b408d33c2eb7d54bacd68

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Mon Aug 17 09:39:08 2009 +0200

wined3d: Remove a redundant IWineD3DDeviceImpl_MarkStateDirty() call.

We should now correctly track the relevant state per-context. The
IWineD3DDeviceImpl_SetViewport() call isn't quite correct for d3d8 and d3d9,
Stefan still has a patch for that.

---

 dlls/wined3d/device.c |    4 ----
 1 files changed, 0 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 6afd5da..5d77931 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -6567,10 +6567,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
         viewport.MaxZ   = 1.0f;
         viewport.MinZ   = 0.0f;
         IWineD3DDeviceImpl_SetViewport(iface, &viewport);
-        /* Make sure the viewport state is dirty, because the render_offscreen thing affects it.
-         * SetViewport may catch NOP viewport changes, which would occur when switching between equally sized targets
-         */
-        IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
     }
     return WINED3D_OK;
 }




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