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.
This commit is contained in:
parent
703dcca61b
commit
3fbdb64270
|
@ -3045,8 +3045,8 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
|
||||||
* type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
|
* type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
|
||||||
* atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
|
* atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
|
||||||
*
|
*
|
||||||
* Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders
|
* Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
|
||||||
* to be compiled before activating them(needs some cleanups in the shader backend interface)
|
* shader handler
|
||||||
*/
|
*/
|
||||||
if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
|
if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
|
||||||
device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
|
device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
|
||||||
|
|
Loading…
Reference in New Issue