wined3d: ARB*p is already on after a depth blit.

This commit is contained in:
Stefan Dösinger 2009-06-27 13:15:32 +02:00 committed by Alexandre Julliard
parent 9d63585352
commit 031401a070
1 changed files with 0 additions and 6 deletions

View File

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