H. Verbeet : wined3d: Don't call shader_select() in depth_blt().
Alexandre Julliard
julliard at winehq.org
Thu Jul 10 14:07:32 CDT 2008
Module: wine
Branch: master
Commit: b37cc08721bb4c60b7842a0d5b1af81fe8820477
URL: http://source.winehq.org/git/wine.git/?a=commit;h=b37cc08721bb4c60b7842a0d5b1af81fe8820477
Author: H. Verbeet <hverbeet at gmail.com>
Date: Thu Jul 10 17:57:35 2008 +0200
wined3d: Don't call shader_select() in depth_blt().
Calling shader_select() from inside depth_blt() isn't necessarily
safe. shader_select() assumes CompileShader() has been called for the
current shaders, but that depends on STATE_VSHADER / STATE_PIXELSHADER
being applied. That isn't always true when depth_blt() gets called,
with the result that sometimes GLSL programs could be created with no
shader objects attached.
---
dlls/wined3d/arb_program_shader.c | 52 ++++++++++++++++++++++++++++++-----
dlls/wined3d/ati_fragment_shader.c | 5 +++
dlls/wined3d/baseshader.c | 2 +
dlls/wined3d/drawprim.c | 6 +---
dlls/wined3d/glsl_shader.c | 14 +++++++++
dlls/wined3d/wined3d_private.h | 3 ++
6 files changed, 69 insertions(+), 13 deletions(-)
Diff: http://source.winehq.org/git/wine.git/?a=commitdiff;h=b37cc08721bb4c60b7842a0d5b1af81fe8820477
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