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);




More information about the wine-cvs mailing list