[PATCH 5/5] wined3d: Do not generate FFP fragment shader when SM4 vertex shader is active.
Józef Kucia
jkucia at codeweavers.com
Wed Mar 22 03:40:57 CDT 2017
We should not ever generate fixed-function replacement shaders in
D3D10+. It is perfectly valid to draw with NULL pixel shader, e.g. for
stream output.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
This change should cover most cases when it may happen. Alternatively, a
wined3d creation flag could be added to disable FFP completely.
---
dlls/wined3d/glsl_shader.c | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index b24f512..3385d83 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8869,7 +8869,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
pshader, &ps_compile_args, &np2fixup_info);
ps_list = &pshader->linked_programs;
}
- else if (priv->fragment_pipe == &glsl_fragment_pipe)
+ else if (priv->fragment_pipe == &glsl_fragment_pipe
+ && !(vshader && vshader->reg_maps.shader_version.major >= 4))
{
struct glsl_ffp_fragment_shader *ffp_shader;
struct ffp_frag_settings settings;
--
2.10.2
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