[PATCH 01/10] wined3d: Update vertex shader when hull shader is changed.
Józef Kucia
jkucia at codeweavers.com
Sat May 20 06:45:55 CDT 2017
For vertex shader output count.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
The glsl_vertex_pipe_geometry_shader() and glsl_vertex_pipe_pixel_shader() do
the same thing. In the long term, we may want to change the way how
input/output counts are handled between shader stages. Also, this problem
should be gone when we start using SSO for input/output matching.
---
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,
--
2.10.2
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