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:
parent
4de77fa23f
commit
8a7ddfbb53
|
@ -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 },
|
||||
|
|
|
@ -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));
|
||||
|
||||
|
|
Loading…
Reference in New Issue