wined3d: Don't use state_colormat() with the GLSL vertex pipe.

None of the code in there should be needed for the GLSL vertex pipe, and the
"untracked materials" counter in particular will trigger an unnecessary
fallback to drawStridedSlow().
This commit is contained in:
Henri Verbeet 2013-06-14 09:07:11 +02:00 committed by Alexandre Julliard
parent 4de77fa23f
commit 8a7ddfbb53
2 changed files with 2 additions and 2 deletions

View File

@ -6895,7 +6895,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },

View File

@ -4574,7 +4574,7 @@ void vertexdeclaration(struct wined3d_context *context, const struct wined3d_sta
&& !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
state_colormat(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));