[PATCH 1/2] wined3d: Use the ARBfp ffp pipeline only if ARBfp is supported
Stefan Dösinger
stefan at codeweavers.com
Fri Feb 8 16:19:46 CST 2013
r200 GPUs support ARB_vertex_program. Therefore, we use the arb shader
backend. It doesn't mean we should use ARBfp for fragment processing
though.
---
dlls/wined3d/directx.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 7734cba..f42299e 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2252,7 +2252,7 @@ static const struct fragment_pipeline *select_fragment_implementation(const stru
{
if (shader_backend_ops == &glsl_shader_backend)
return &glsl_fragment_pipe;
- if (shader_backend_ops == &arb_program_shader_backend)
+ if (shader_backend_ops == &arb_program_shader_backend && gl_info->supported[ARB_FRAGMENT_PROGRAM])
return &arbfp_fragment_pipeline;
if (gl_info->supported[ATI_FRAGMENT_SHADER])
return &atifs_fragment_pipeline;
--
1.7.12.4
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