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