wined3d: Remove stateblock handling from wined3d_device_set_compute_shader().

Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2019-01-24 23:06:08 -06:00 committed by Alexandre Julliard
parent d94ae444d2
commit a6cd109ad6
1 changed files with 3 additions and 3 deletions

View File

@ -2887,12 +2887,12 @@ void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, stru
TRACE("device %p, shader %p.\n", device, shader);
prev = device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE];
if (device->recording || shader == prev)
prev = device->state.shader[WINED3D_SHADER_TYPE_COMPUTE];
if (shader == prev)
return;
if (shader)
wined3d_shader_incref(shader);
device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE] = shader;
device->state.shader[WINED3D_SHADER_TYPE_COMPUTE] = shader;
wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_COMPUTE, shader);
if (prev)
wined3d_shader_decref(prev);