wined3d: Update vertex shader when hull shader is changed.

For vertex shader output count.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-05-20 13:45:55 +02:00 committed by Alexandre Julliard
parent 65d64e15c8
commit 32c8d11e97
1 changed files with 6 additions and 3 deletions

View File

@ -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,