[PATCH 2/5] d2d1: Do not clear the device context state in d2d_device_context_draw().

Henri Verbeet hverbeet at codeweavers.com
Mon Jul 5 10:02:34 CDT 2021

Clearing the state should no longer be needed now that we use
SwapDeviceContextState() and have our own dedicated state object.

Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
 dlls/d2d1/device.c | 1 -
 1 file changed, 1 deletion(-)

diff --git a/dlls/d2d1/device.c b/dlls/d2d1/device.c
index 3b444321c87..44840f0010f 100644
--- a/dlls/d2d1/device.c
+++ b/dlls/d2d1/device.c
@@ -139,7 +139,6 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
     ID3D11Device1_GetImmediateContext1(device, &context);
     ID3D11DeviceContext1_SwapDeviceContextState(context, render_target->d3d_state, &prev_state);
-    ID3D11DeviceContext1_ClearState(context);
     ID3D11DeviceContext1_IASetInputLayout(context, shape_resources->il);
     ID3D11DeviceContext1_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

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