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



More information about the wine-cvs mailing list