wined3d: Remove a redundant check in handleStreams().

This commit is contained in:
H. Verbeet 2007-03-12 23:22:16 +01:00 committed by Alexandre Julliard
parent 05d461aee9
commit 6998d0d472
1 changed files with 3 additions and 6 deletions

View File

@ -2800,7 +2800,7 @@ static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVer
if(TRACE_ON(d3d)) {
drawPrimitiveTraceDataLocations(dataLocations);
}
} else if (stateblock->vertexDecl || stateblock->vertexShader) {
} else if (stateblock->vertexDecl) {
/* Note: This is a fixed function or shader codepath.
* This means it must handle both types of strided data.
* Shaders must go through here to zero the strided data, even if they
@ -2808,11 +2808,8 @@ static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVer
*/
TRACE("================ Vertex Declaration ===================\n");
memset(dataLocations, 0, sizeof(*dataLocations));
if (stateblock->vertexDecl) {
primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device, useVertexShaderFunction,
dataLocations, &fixup);
}
primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
useVertexShaderFunction, dataLocations, &fixup);
} else {
/* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
* It is reachable through d3d8, but only for fixed-function.