wined3d: Don't invalidate STATE_VDECL in context_set_render_offscreen().

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
anyway.
This commit is contained in:
Henri Verbeet 2011-03-10 19:07:11 +01:00 committed by Alexandre Julliard
parent adb1e10979
commit 1bff3599ce
1 changed files with 0 additions and 1 deletions

View File

@ -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);