[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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