wined3d: ARB*p is already on after a depth blit.
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9d63585352
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031401a070
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@ -4163,9 +4163,6 @@ static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
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GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
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GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
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checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
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checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
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glEnable(GL_VERTEX_PROGRAM_ARB);
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checkGLcall("glEnable(GL_VERTEX_PROGRAM_ARB);");
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TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
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TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
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} else {
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} else {
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glDisable(GL_VERTEX_PROGRAM_ARB);
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glDisable(GL_VERTEX_PROGRAM_ARB);
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@ -4176,9 +4173,6 @@ static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
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GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
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GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
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checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
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checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
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TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
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TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
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} else if(!priv->use_arbfp_fixed_func) {
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} else if(!priv->use_arbfp_fixed_func) {
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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