From d4014863c602be40898af0f2be9b718ee6abe7d0 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Stefan=20D=C3=B6singer?= <stefan@codeweavers.com>
Date: Thu, 4 Apr 2013 11:51:13 +0200
Subject: wined3d: Don't call glFinish after clears

---
 dlls/wined3d/device.c | 4 +---
 1 file changed, 1 insertion(+), 3 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 4d15518..98c0717 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -463,9 +463,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
         }
     }
 
-    if (wined3d_settings.cs_multithreaded)
-        gl_info->gl_ops.gl.p_glFinish();
-    else if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
+    if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
             && target->container->swapchain && target->container->swapchain->front_buffer == target->container))
         gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
 
-- 
2.1.3

