wined3d: Don't use the vertex/pixel shader when we're not supposed to.
Henri Verbeet
hverbeet at codeweavers.com
Fri Jun 5 03:10:46 CDT 2009
This also avoids removing programs from lists they're not in in
delete_glsl_program_entry().
---
dlls/wined3d/glsl_shader.c | 4 ++--
1 files changed, 2 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index bd91bc9..6c0fd84 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3945,8 +3945,8 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = This->shader_priv;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
- IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
- IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
+ IWineD3DPixelShader *pshader = use_ps ? This->stateBlock->pixelShader : NULL;
+ IWineD3DVertexShader *vshader = use_vs ? This->stateBlock->vertexShader : NULL;
struct glsl_shader_prog_link *entry = NULL;
GLhandleARB programId = 0;
GLhandleARB reorder_shader_id = 0;
--
1.6.0.6
--------------000103020105080703040002--
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