Stefan Dösinger : wined3d: Update a comment.
Alexandre Julliard
julliard at winehq.org
Mon Mar 30 12:08:42 CDT 2009
Module: wine
Branch: master
Commit: 3fbdb64270a48163e96195495fb828299096f5ec
URL: http://source.winehq.org/git/wine.git/?a=commit;h=3fbdb64270a48163e96195495fb828299096f5ec
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Mon Feb 23 19:27:13 2009 +0100
wined3d: Update a comment.
shader_select takes care of compiling the shader since we have the shader
duplication infrastructure. However, there's still a motivation to skip the
shader_select call if the vertex shader is dirty.
---
dlls/wined3d/arb_program_shader.c | 4 ++--
1 files changed, 2 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index ee7ab90..1bebb21 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -3045,8 +3045,8 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
* type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
* atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
*
- * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
- * to be compiled before activating them(needs some cleanups in the shader backend interface)
+ * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
+ * shader handler
*/
if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
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