[PATCH 4/4] wined3d: Don't invalidate STATE_VDECL in context_set_render_offscreen().

Henri Verbeet hverbeet at codeweavers.com
Thu Mar 10 12:07:11 CST 2011

This used to be invalidated to update the vertex shader position fixup
uniform, but this is handled by STATE_VIEWPORT now. Any performance impact
from this will be minimal, since in practice there are enough other things
invalidating STATE_VDECL that it's close to being invalidated for every draw
 dlls/wined3d/context.c |    1 -
 1 files changed, 0 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 624f507..86ab77b 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1970,7 +1970,6 @@ static inline void context_set_render_offscreen(struct wined3d_context *context,
     Context_MarkStateDirty(context, STATE_POINTSPRITECOORDORIGIN, StateTable);
     Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
-    Context_MarkStateDirty(context, STATE_VDECL, StateTable);
     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
     Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
     Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);

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