Add checks for ARB_vertex_program before allowing vertex shaders to
use ARB_vertex_program.
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18517ca56f
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@ -1949,7 +1949,13 @@ void drawPrimitive(IWineD3DDevice *iface,
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Direct3DVertexStridedData dataLocations;
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int useHW = FALSE;
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useVertexShaderFunction = This->stateBlock->vertexShader != NULL ? wined3d_settings.vs_mode != VS_NONE ? ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->function != NULL ? TRUE: FALSE : FALSE : FALSE;
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if (This->stateBlock->vertexShader != NULL && wined3d_settings.vs_mode != VS_NONE
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&&((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->function != NULL
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&& GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
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useVertexShaderFunction = TRUE;
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} else {
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useVertexShaderFunction = FALSE;
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}
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if (This->stateBlock->vertexDecl == NULL) {
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/* Work out what the FVF should look like */
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@ -1614,16 +1614,17 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
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PNSTRCAT(pgmStr, tmpLine);
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}
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/* finally null terminate the pgmStr*/
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/* finally null terminate the pgmStr*/
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pgmStr[pgmLength] = 0;
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/* Check that Vertex Shaders are supported */
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if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
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/* Create the hw shader */
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/* TODO: change to resource.glObjectHandel or something like that */
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GL_EXTCALL(glGenProgramsARB(1, &This->prgId));
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TRACE("Creating a hw vertex shader, prg=%d\n", This->prgId);
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GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->prgId));
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/* Create the program and check for errors */
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GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(pgmStr)/*pgmLength*/, pgmStr));
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if (glGetError() == GL_INVALID_OPERATION) {
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@ -1632,6 +1633,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
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FIXME("HW VertexShader Error at position: %d\n%s\n", errPos, glGetString(GL_PROGRAM_ERROR_STRING_ARB));
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This->prgId = -1;
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}
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}
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#if 1 /* if were using the data buffer of device then we don't need to free it */
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HeapFree(GetProcessHeap(), 0, pgmStr);
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#endif
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