wined3d: Avoid some redundant state_pscale() calls.
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@ -4677,10 +4677,6 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
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gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
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vp.width, vp.height);
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}
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if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)))
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state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
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checkGLcall("glViewport");
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}
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@ -4688,7 +4684,8 @@ void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_s
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{
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if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
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transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
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if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)))
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if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
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&& state->render_states[WINED3D_RS_POINTSCALEENABLE])
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state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
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/* Update the position fixup. */
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context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
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