From: Elizabeth Figura zfigura@codeweavers.com
--- dlls/wined3d/context_gl.c | 30 ------------------------------ dlls/wined3d/wined3d_gl.h | 1 - dlls/wined3d/wined3d_private.h | 3 +-- 3 files changed, 1 insertion(+), 33 deletions(-)
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c index 8072ec15500..49d54d49e33 100644 --- a/dlls/wined3d/context_gl.c +++ b/dlls/wined3d/context_gl.c @@ -4874,18 +4874,6 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s TRACE("Draw completed.\n"); }
-void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl) -{ - const struct wined3d_gl_info *gl_info = context_gl->gl_info; - unsigned int texture_idx; - - for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx) - { - gl_info->gl_ops.ext.p_glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx); - gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY); - } -} - static const void *get_vertex_attrib_pointer(const struct wined3d_stream_info_element *element, const struct wined3d_state *state) { @@ -4896,22 +4884,6 @@ static const void *get_vertex_attrib_pointer(const struct wined3d_stream_info_el return offset; }
-/* This should match any arrays loaded in wined3d_context_gl_load_vertex_data(). */ -static void wined3d_context_gl_unload_vertex_data(struct wined3d_context_gl *context_gl) -{ - const struct wined3d_gl_info *gl_info = context_gl->gl_info; - - if (!context_gl->c.namedArraysLoaded) - return; - gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY); - gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY); - gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY); - if (gl_info->supported[EXT_SECONDARY_COLOR]) - gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT); - wined3d_context_gl_unload_tex_coords(context_gl); - context_gl->c.namedArraysLoaded = FALSE; -} - static void wined3d_context_gl_unload_numbered_array(struct wined3d_context_gl *context_gl, unsigned int i) { const struct wined3d_gl_info *gl_info = context_gl->gl_info; @@ -5164,7 +5136,6 @@ static void wined3d_context_gl_load_numbered_arrays(struct wined3d_context_gl *c void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl, const struct wined3d_state *state) { - wined3d_context_gl_unload_vertex_data(context_gl); wined3d_context_gl_load_numbered_arrays(context_gl, &context_gl->c.stream_info, state); }
@@ -5243,7 +5214,6 @@ void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl *context_gl, GL_EXTCALL(glGenBuffers(1, &context_gl->blit_vbo)); GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, context_gl->blit_vbo));
- wined3d_context_gl_unload_vertex_data(context_gl); wined3d_context_gl_unload_numbered_arrays(context_gl);
GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW)); diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h index 1dfa4138894..060d92318f8 100644 --- a/dlls/wined3d/wined3d_gl.h +++ b/dlls/wined3d/wined3d_gl.h @@ -762,7 +762,6 @@ BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl); void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl *context_gl); void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl, const struct wined3d_texture_gl *texture_gl); -void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl); void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl, const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges); void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl, const struct wined3d_state *state); diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index c762de4b5bf..2d1bab87b00 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1930,11 +1930,10 @@ struct wined3d_context DWORD current : 1; DWORD destroyed : 1; DWORD destroy_delayed : 1; - DWORD namedArraysLoaded : 1; DWORD update_primitive_type : 1; DWORD update_patch_vertex_count : 1; DWORD update_multisample_state : 1; - DWORD padding : 13; + DWORD padding : 14;
DWORD clip_distance_mask : 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */