From: Elizabeth Figura zfigura@codeweavers.com
Only the FFP vertex pipe needed these. --- dlls/wined3d/context_gl.c | 10 ---------- 1 file changed, 10 deletions(-)
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c index 0692f957cb9..ad6334016ec 100644 --- a/dlls/wined3d/context_gl.c +++ b/dlls/wined3d/context_gl.c @@ -3174,7 +3174,6 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, { struct wined3d_context *context = &context_gl->c; const struct wined3d_gl_info *gl_info; - unsigned int sampler; SIZE rt_size;
TRACE("Setting up context %p for blitting.\n", context); @@ -3204,15 +3203,6 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, GL_EXTCALL(glBindSampler(0, 0)); wined3d_context_gl_active_texture(context_gl, gl_info, 0);
- sampler = context_gl->rev_tex_unit_map[0]; - if (sampler != WINED3D_UNMAPPED_STAGE) - { - if (sampler < WINED3D_MAX_FFP_TEXTURES) - { - context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler)); - context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)); - } - } context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING); context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);