wined3d: Remove a redundant check in handleStreams().
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index f3acb3b..4349206 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c
@@ -2800,7 +2800,7 @@ if(TRACE_ON(d3d)) { drawPrimitiveTraceDataLocations(dataLocations); } - } else if (stateblock->vertexDecl || stateblock->vertexShader) { + } else if (stateblock->vertexDecl) { /* Note: This is a fixed function or shader codepath. * This means it must handle both types of strided data. * Shaders must go through here to zero the strided data, even if they @@ -2808,11 +2808,8 @@ */ TRACE("================ Vertex Declaration ===================\n"); memset(dataLocations, 0, sizeof(*dataLocations)); - - if (stateblock->vertexDecl) { - primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device, useVertexShaderFunction, - dataLocations, &fixup); - } + primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device, + useVertexShaderFunction, dataLocations, &fixup); } else { /* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion) * It is reachable through d3d8, but only for fixed-function.