Matteo Bruni : wined3d: Don' t flag WINED3D_SHADER_CONST_FFP_PROJ on transformed <-> untransformed vdecl change.

Alexandre Julliard julliard at wine.codeweavers.com
Fri Jun 19 07:19:14 CDT 2015


Module: wine
Branch: master
Commit: af55ae137965512a1635e69b8f41849114f60012
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=af55ae137965512a1635e69b8f41849114f60012

Author: Matteo Bruni <mbruni at codeweavers.com>
Date:   Fri Jun 19 00:07:39 2015 +0200

wined3d: Don't flag WINED3D_SHADER_CONST_FFP_PROJ on transformed <-> untransformed vdecl change.

It's unnecessary since the vertex shader is going to change and
shader_glsl_select() flags all the constants used by the shader anyway.

---

 dlls/wined3d/glsl_shader.c | 3 ---
 1 file changed, 3 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index dd8f65d..1f6ce09 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -7767,9 +7767,6 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
                 clipplane(context, state, STATE_CLIPPLANE(i));
         }
 
-        if (transformed != wasrhw)
-            context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ;
-
         context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
 
         /* Because of settings->texcoords, we have to always regenerate the




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