wined3d: Remove the unused untransformed field from struct wined3d_device.
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@ -4544,7 +4544,7 @@ static void vertexdeclaration(DWORD state_id, struct wined3d_stateblock *statebl
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_state *state = &stateblock->state;
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struct wined3d_device *device = stateblock->device;
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const struct wined3d_device *device = stateblock->device;
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BOOL useVertexShaderFunction = use_vs(state);
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BOOL usePixelShaderFunction = use_ps(state);
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BOOL updateFog = FALSE;
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@ -4556,15 +4556,7 @@ static void vertexdeclaration(DWORD state_id, struct wined3d_stateblock *statebl
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if (transformed != context->last_was_rhw && !useVertexShaderFunction)
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updateFog = TRUE;
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if (transformed) {
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context->last_was_rhw = TRUE;
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} else {
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/* Untransformed, so relies on the view and projection matrices */
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context->last_was_rhw = FALSE;
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/* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
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device->untransformed = TRUE;
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}
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context->last_was_rhw = transformed;
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/* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
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* off this function will be called again anyway to make sure they're properly set
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@ -1654,7 +1654,6 @@ struct wined3d_device
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DWORD vs_clipping;
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WORD view_ident : 1; /* true iff view matrix is identity */
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WORD untransformed : 1;
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WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
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WORD isRecordingState : 1;
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WORD isInDraw : 1;
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@ -1665,7 +1664,7 @@ struct wined3d_device
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WORD useDrawStridedSlow : 1;
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WORD instancedDraw : 1;
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WORD filter_messages : 1;
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WORD padding : 4;
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WORD padding : 5;
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BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
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