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.
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@ -1970,7 +1970,6 @@ static inline void context_set_render_offscreen(struct wined3d_context *context,
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Context_MarkStateDirty(context, STATE_POINTSPRITECOORDORIGIN, StateTable);
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Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
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Context_MarkStateDirty(context, STATE_VDECL, StateTable);
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Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
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Context_MarkStateDirty(context, STATE_SCISSORRECT, StateTable);
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Context_MarkStateDirty(context, STATE_FRONTFACE, StateTable);
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