=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Update vertex shader when hull shader is changed.
Alexandre Julliard
julliard at winehq.org
Mon May 22 15:54:03 CDT 2017
Module: wine
Branch: master
Commit: 32c8d11e97747967b759354e168c9998f4b54fcc
URL: http://source.winehq.org/git/wine.git/?a=commit;h=32c8d11e97747967b759354e168c9998f4b54fcc
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Sat May 20 13:45:55 2017 +0200
wined3d: Update vertex shader when hull shader is changed.
For vertex shader output count.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/glsl_shader.c | 9 ++++++---
1 file changed, 6 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 5d08a48..f2fde11 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -10676,10 +10676,13 @@ static void glsl_vertex_pipe_vs(struct wined3d_context *context,
static void glsl_vertex_pipe_hs(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
- /* In Direct3D tessellator options (e.g. output primitive type, primitive
- * winding) are defined in Hull Shaders, while in GLSL those are
- * specified in Tessellation Evaluation Shaders. */
+ /* In Direct3D tessellator options (e.g. output primitive type, primitive
+ * winding) are defined in Hull Shaders, while in GLSL those are
+ * specified in Tessellation Evaluation Shaders. */
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
+
+ if (state->shader[WINED3D_SHADER_TYPE_VERTEX])
+ context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
}
static void glsl_vertex_pipe_geometry_shader(struct wined3d_context *context,
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