wined3d: Don't flag WINED3D_SHADER_CONST_FFP_PROJ on transformed <-> untransformed vdecl change.

It's unnecessary since the vertex shader is going to change and
shader_glsl_select() flags all the constants used by the shader anyway.
This commit is contained in:
Matteo Bruni 2015-06-19 00:07:39 +02:00 committed by Alexandre Julliard
parent 438f68cc38
commit af55ae1379
1 changed files with 0 additions and 3 deletions

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@ -7767,9 +7767,6 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
clipplane(context, state, STATE_CLIPPLANE(i));
}
if (transformed != wasrhw)
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ;
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
/* Because of settings->texcoords, we have to always regenerate the