wined3d: Remove the unused untransformed field from struct wined3d_device.

This commit is contained in:
Henri Verbeet 2011-07-14 01:02:45 +02:00 committed by Alexandre Julliard
parent fcf4303e1a
commit 5e83efa1b2
2 changed files with 3 additions and 12 deletions

View File

@ -4544,7 +4544,7 @@ static void vertexdeclaration(DWORD state_id, struct wined3d_stateblock *statebl
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_state *state = &stateblock->state;
struct wined3d_device *device = stateblock->device;
const struct wined3d_device *device = stateblock->device;
BOOL useVertexShaderFunction = use_vs(state);
BOOL usePixelShaderFunction = use_ps(state);
BOOL updateFog = FALSE;
@ -4556,15 +4556,7 @@ static void vertexdeclaration(DWORD state_id, struct wined3d_stateblock *statebl
if (transformed != context->last_was_rhw && !useVertexShaderFunction)
updateFog = TRUE;
if (transformed) {
context->last_was_rhw = TRUE;
} else {
/* Untransformed, so relies on the view and projection matrices */
context->last_was_rhw = FALSE;
/* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
device->untransformed = TRUE;
}
context->last_was_rhw = transformed;
/* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
* off this function will be called again anyway to make sure they're properly set

View File

@ -1654,7 +1654,6 @@ struct wined3d_device
DWORD vs_clipping;
WORD view_ident : 1; /* true iff view matrix is identity */
WORD untransformed : 1;
WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
WORD isRecordingState : 1;
WORD isInDraw : 1;
@ -1665,7 +1664,7 @@ struct wined3d_device
WORD useDrawStridedSlow : 1;
WORD instancedDraw : 1;
WORD filter_messages : 1;
WORD padding : 4;
WORD padding : 5;
BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */