Commit b4d6f90f authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Only update the stateblock's "changed" field if we're recording.

parent 8b8e081d
...@@ -1075,6 +1075,7 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock) ...@@ -1075,6 +1075,7 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
{ {
GLenum gl_primitive_type, prev; GLenum gl_primitive_type, prev;
if (device->isRecordingState)
device->updateStateBlock->changed.primitive_type = TRUE; device->updateStateBlock->changed.primitive_type = TRUE;
gl_primitive_type = stateblock->state.gl_primitive_type; gl_primitive_type = stateblock->state.gl_primitive_type;
prev = device->updateStateBlock->state.gl_primitive_type; prev = device->updateStateBlock->state.gl_primitive_type;
...@@ -1154,7 +1155,6 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock) ...@@ -1154,7 +1155,6 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
{ {
struct wined3d_device *device = stateblock->device; struct wined3d_device *device = stateblock->device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
struct wined3d_state *state = &stateblock->state; struct wined3d_state *state = &stateblock->state;
union union
{ {
...@@ -1178,9 +1178,6 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock) ...@@ -1178,9 +1178,6 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
TRACE("stateblock %p.\n", stateblock); TRACE("stateblock %p.\n", stateblock);
memset(stateblock->changed.pixelShaderConstantsF, 0, d3d_info->limits.ps_uniform_count * sizeof(BOOL));
memset(stateblock->changed.vertexShaderConstantsF, 0, d3d_info->limits.vs_uniform_count * sizeof(BOOL));
/* Set some of the defaults for lights, transforms etc */ /* Set some of the defaults for lights, transforms etc */
state->transforms[WINED3D_TS_PROJECTION] = identity; state->transforms[WINED3D_TS_PROJECTION] = identity;
state->transforms[WINED3D_TS_VIEW] = identity; state->transforms[WINED3D_TS_VIEW] = identity;
......
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