wined3d: Avoid some redundant state_pscale() calls.

This commit is contained in:
Henri Verbeet 2013-08-19 10:50:50 +02:00 committed by Alexandre Julliard
parent a04064b886
commit c1a7323fac
1 changed files with 2 additions and 5 deletions

View File

@ -4677,10 +4677,6 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
vp.width, vp.height);
}
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)))
state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
checkGLcall("glViewport");
}
@ -4688,7 +4684,8 @@ void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_s
{
if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)))
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
&& state->render_states[WINED3D_RS_POINTSCALEENABLE])
state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
/* Update the position fixup. */
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;