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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