(XDK1) We don't use state blocks so DIRTYFLAGS can go

This commit is contained in:
twinaphex 2013-04-19 02:39:19 +02:00
parent 206d083a84
commit e25afd4a62

View File

@ -40,9 +40,7 @@
D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); \
D3D__TextureState[sampler][type] = value
#define RD3DDevice_SetTransform(device, State, pMatrix) \
D3DDIRTY_TRANSFORM(State); \
D3DDevice_SetTransform(State, pMatrix);
#define RD3DDevice_SetTransform(device, State, pMatrix) D3DDevice_SetTransform(State, pMatrix)
#define RD3DDevice_SetVertexShader(device, handle) D3DDevice_SetVertexShader(handle)
#define RD3DVertexBuffer_Lock(device, OffsetToLock, SizeToLock, ppbData, Flags) *ppbData = D3DVertexBuffer_Lock2(device, Flags) + OffsetToLock