wined3d: Don't require the ARB program shader backend for the ARB fragment program FFP implementation.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2489,7 +2489,7 @@ static const struct fragment_pipeline *select_fragment_implementation(const stru
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{
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{
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if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_FRAGMENT_SHADER])
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if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_FRAGMENT_SHADER])
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return &glsl_fragment_pipe;
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return &glsl_fragment_pipe;
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if (shader_backend_ops == &arb_program_shader_backend && gl_info->supported[ARB_FRAGMENT_PROGRAM])
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if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
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return &arbfp_fragment_pipeline;
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return &arbfp_fragment_pipeline;
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if (gl_info->supported[ATI_FRAGMENT_SHADER])
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if (gl_info->supported[ATI_FRAGMENT_SHADER])
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return &atifs_fragment_pipeline;
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return &atifs_fragment_pipeline;
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