wined3d: Update a comment.
shader_select takes care of compiling the shader since we have the shader duplication infrastructure. However, there's still a motivation to skip the shader_select call if the vertex shader is dirty.
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@ -3045,8 +3045,8 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
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* type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
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* atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
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*
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* Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
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* to be compiled before activating them(needs some cleanups in the shader backend interface)
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* Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
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* shader handler
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*/
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if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
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device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
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