[PATCH 2/5] wined3d: Don't flag WINED3D_SHADER_CONST_FFP_PROJ on transformed <-> untransformed vdecl change.
Matteo Bruni
mbruni at codeweavers.com
Thu Jun 18 17:07:39 CDT 2015
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
--
2.3.6
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