From: Francisco Casas fcasas@codeweavers.com
Skips loop unrolling when compiling the shader, which lowers compilation time from ~80ms to ~40ms on my machine, which might preempt stutters for applications that call d2d_device_context_init() many times. --- dlls/d2d1/device.c | 1 + 1 file changed, 1 insertion(+)
diff --git a/dlls/d2d1/device.c b/dlls/d2d1/device.c index e0eb8dd1dd0..99f1fc10450 100644 --- a/dlls/d2d1/device.c +++ b/dlls/d2d1/device.c @@ -3771,6 +3771,7 @@ static HRESULT d2d_device_context_init(struct d2d_device_context *render_target, " if (position < p_low)\n" " return c_low;\n" "\n" + " [loop]\n" " for (i = 1; i < stop_count; ++i)\n" " {\n" " p_high = gradient.Load(i * 2).x;\n"