From 1117daec24735a89ec6b274f35722cbd917e9e51 Mon Sep 17 00:00:00 2001 From: Philip Rebohle Date: Sat, 5 Oct 2019 16:52:26 +0200 Subject: [PATCH] [dxvk] Don't redundantly clear unused vertex strides to zero We're already doing this when setting the input layout, and we don't touch the strides in other parts of the code. May save a handful of CPU cycles. --- src/dxvk/dxvk_context.cpp | 3 --- 1 file changed, 3 deletions(-) diff --git a/src/dxvk/dxvk_context.cpp b/src/dxvk/dxvk_context.cpp index 97e92a18..a26e7b39 100644 --- a/src/dxvk/dxvk_context.cpp +++ b/src/dxvk/dxvk_context.cpp @@ -3624,9 +3624,6 @@ namespace dxvk { m_state.gp.state.ilBindings[i].stride = m_state.vi.vertexStrides[binding]; } - for (uint32_t i = m_state.gp.state.ilBindingCount; i < MaxNumVertexBindings; i++) - m_state.gp.state.ilBindings[i].stride = 0; - // Check which dynamic states need to be active. States that // are not dynamic will be invalidated in the command buffer. m_flags.clr(DxvkContextFlag::GpDynamicBlendConstants,