Clearing the state should no longer be needed now that we use SwapDeviceContextState() and have our own dedicated state object.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/d2d1/device.c | 1 - 1 file changed, 1 deletion(-)
diff --git a/dlls/d2d1/device.c b/dlls/d2d1/device.c index 3b444321c87..44840f0010f 100644 --- a/dlls/d2d1/device.c +++ b/dlls/d2d1/device.c @@ -139,7 +139,6 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
ID3D11Device1_GetImmediateContext1(device, &context); ID3D11DeviceContext1_SwapDeviceContextState(context, render_target->d3d_state, &prev_state); - ID3D11DeviceContext1_ClearState(context);
ID3D11DeviceContext1_IASetInputLayout(context, shape_resources->il); ID3D11DeviceContext1_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);