wined3d: Remove a redundant check in handleStreams().
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@ -2800,7 +2800,7 @@ static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVer
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if(TRACE_ON(d3d)) {
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drawPrimitiveTraceDataLocations(dataLocations);
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}
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} else if (stateblock->vertexDecl || stateblock->vertexShader) {
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} else if (stateblock->vertexDecl) {
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/* Note: This is a fixed function or shader codepath.
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* This means it must handle both types of strided data.
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* Shaders must go through here to zero the strided data, even if they
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@ -2808,11 +2808,8 @@ static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVer
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*/
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TRACE("================ Vertex Declaration ===================\n");
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memset(dataLocations, 0, sizeof(*dataLocations));
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if (stateblock->vertexDecl) {
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primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device, useVertexShaderFunction,
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dataLocations, &fixup);
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}
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primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
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useVertexShaderFunction, dataLocations, &fixup);
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} else {
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/* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
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* It is reachable through d3d8, but only for fixed-function.
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