Stefan Dösinger : wined3d: Work around nvidia beta driver bug.
Alexandre Julliard
julliard at winehq.org
Wed Nov 28 08:01:41 CST 2007
Module: wine
Branch: master
Commit: c66a3be49b755c8e881f8a2405ed63b272022848
URL: http://source.winehq.org/git/wine.git/?a=commit;h=c66a3be49b755c8e881f8a2405ed63b272022848
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Thu Nov 22 22:18:53 2007 +0100
wined3d: Work around nvidia beta driver bug.
---
dlls/wined3d/glsl_shader.c | 18 +++++++++---------
1 files changed, 9 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index d9e525b..0dd306f 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3005,6 +3005,15 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
char tmp_name[10];
+ reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
+ TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
+ GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
+ checkGLcall("glAttachObjectARB");
+ /* Flag the reorder function for deletion, then it will be freed automatically when the program
+ * is destroyed
+ */
+ GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
+
TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
checkGLcall("glAttachObjectARB");
@@ -3027,15 +3036,6 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
checkGLcall("glBindAttribLocationARB");
list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
-
- reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
- TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
- GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
- checkGLcall("glAttachObjectARB");
- /* Flag the reorder function for deletion, then it will be freed automatically when the program
- * is destroyed
- */
- GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
}
/* Attach GLSL pshader */
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