[6/7] wined3d: Remove a redundant check in handleStreams()

H. Verbeet hverbeet at gmail.com
Mon Mar 12 17:22:16 CDT 2007


In the past d3d8 vertex shaders could contain a vertex declaration.
Now that that's fixed, we only have to check stateblock->vertexDecl
for a vertex declaration.

Changelog:
  - Remove a redundant check in handleStreams()
-------------- next part --------------
---

 dlls/wined3d/state.c |    9 +++------
 1 files changed, 3 insertions(+), 6 deletions(-)

diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index f3acb3b..4349206 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -2800,7 +2800,7 @@ static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVer
         if(TRACE_ON(d3d)) {
             drawPrimitiveTraceDataLocations(dataLocations);
         }
-    } else if (stateblock->vertexDecl || stateblock->vertexShader) {
+    } else if (stateblock->vertexDecl) {
         /* Note: This is a fixed function or shader codepath.
          * This means it must handle both types of strided data.
          * Shaders must go through here to zero the strided data, even if they
@@ -2808,11 +2808,8 @@ static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVer
          */
         TRACE("================ Vertex Declaration  ===================\n");
         memset(dataLocations, 0, sizeof(*dataLocations));
-
-        if (stateblock->vertexDecl) {
-            primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device, useVertexShaderFunction,
-                dataLocations, &fixup);
-        }
+        primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
+                useVertexShaderFunction, dataLocations, &fixup);
     } else {
         /* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
          * It is reachable through d3d8, but only for fixed-function.


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