[PATCH 5/5] wined3d: Do not generate FFP fragment shader when SM4 vertex shader is active.

Józef Kucia jkucia at codeweavers.com
Wed Mar 22 03:40:57 CDT 2017


We should not ever generate fixed-function replacement shaders in
D3D10+. It is perfectly valid to draw with NULL pixel shader, e.g. for
stream output.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---

This change should cover most cases when it may happen. Alternatively, a
wined3d creation flag could be added to disable FFP completely.

---
 dlls/wined3d/glsl_shader.c | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index b24f512..3385d83 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8869,7 +8869,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
                 pshader, &ps_compile_args, &np2fixup_info);
         ps_list = &pshader->linked_programs;
     }
-    else if (priv->fragment_pipe == &glsl_fragment_pipe)
+    else if (priv->fragment_pipe == &glsl_fragment_pipe
+            && !(vshader && vshader->reg_maps.shader_version.major >= 4))
     {
         struct glsl_ffp_fragment_shader *ffp_shader;
         struct ffp_frag_settings settings;
-- 
2.10.2




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