wined3d: Get rid of the "numberedArraysLoaded" field in struct wined3d_context.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4346,10 +4346,9 @@ static void streamsrc(struct wined3d_context *context, const struct wined3d_stat
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&& !use_vs(state) && !context->use_immediate_mode_draw;
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if (isStateDirty(context, STATE_VDECL)) return;
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if (context->numberedArraysLoaded && !load_numbered)
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if (context->numbered_array_mask && !load_numbered)
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{
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unload_numbered_arrays(context);
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context->numberedArraysLoaded = FALSE;
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context->numbered_array_mask = 0;
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}
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else if (context->namedArraysLoaded)
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@ -4362,7 +4361,6 @@ static void streamsrc(struct wined3d_context *context, const struct wined3d_stat
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{
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TRACE("Loading numbered arrays\n");
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load_numbered_arrays(context, &context->stream_info, state);
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context->numberedArraysLoaded = TRUE;
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}
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else if (load_named)
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{
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@ -1883,7 +1883,7 @@ struct wined3d_context
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DWORD last_was_vshader : 1;
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DWORD last_was_normal : 1;
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DWORD namedArraysLoaded : 1;
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DWORD numberedArraysLoaded : 1;
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DWORD last_was_ffp_blit : 1;
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DWORD last_was_blit : 1;
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DWORD last_was_ckey : 1;
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DWORD fog_coord : 1;
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@ -1892,6 +1892,7 @@ struct wined3d_context
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DWORD current : 1;
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DWORD destroyed : 1;
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DWORD valid : 1;
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DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
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DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
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DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
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@ -1900,6 +1901,7 @@ struct wined3d_context
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DWORD rebind_fbo : 1;
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DWORD needs_set : 1;
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DWORD hdc_is_private : 1;
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DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
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DWORD update_shader_resource_bindings : 1;
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DWORD update_compute_shader_resource_bindings : 1;
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@ -1911,11 +1913,10 @@ struct wined3d_context
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DWORD transform_feedback_paused : 1;
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DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */
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DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
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DWORD last_was_ffp_blit : 1;
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DWORD padding : 8;
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DWORD padding : 9;
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DWORD constant_update_mask;
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DWORD numbered_array_mask;
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DWORD numbered_array_mask;
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GLenum tracking_parm; /* Which source is tracking current colour */
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GLenum untracked_materials[2];
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UINT blit_w, blit_h;
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