Commit 8a7ddfbb authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Don't use state_colormat() with the GLSL vertex pipe.

None of the code in there should be needed for the GLSL vertex pipe, and the "untracked materials" counter in particular will trigger an unnecessary fallback to drawStridedSlow().
parent 4de77fa2
......@@ -6895,7 +6895,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
......
......@@ -4574,7 +4574,7 @@ void vertexdeclaration(struct wined3d_context *context, const struct wined3d_sta
&& !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
state_colormat(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment