[wined3d] force NP2 fixup constant reloading in shader_glsl_select
Tobias Jakobi
tjakobi at xdf79.math.uni-bielefeld.de
Fri May 29 08:01:44 CDT 2009
---
dlls/wined3d/glsl_shader.c | 7 +++++++
1 files changed, 7 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 9ade681..9d09d2c 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4264,6 +4264,13 @@ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
if (program_id) TRACE("Using GLSL program %u\n", program_id);
GL_EXTCALL(glUseProgramObjectARB(program_id));
checkGLcall("glUseProgramObjectARB");
+
+ /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
+ * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
+ * called between selecting the shader and using it, which results in wrong fixup for some frames. */
+ if (priv->glsl_program && priv->glsl_program->np2Fixup_info) {
+ This->shader_backend->shader_load_np2fixup_constants(iface, usePS, useVS);
+ }
}
/* GL locking is done by the caller */
--
1.5.4.3
--========GMX164631245152306684540--
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