From 56ce1d3dec4b7a699a910983f1e255ee1c0c138d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Wed, 22 Mar 2017 09:40:57 +0100 Subject: [PATCH] wined3d: Do not generate FFP fragment shader when SM4 vertex shader is active. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit We should not ever generate fixed-function replacement shaders in D3D10+. It is perfectly valid to draw with NULL pixel shader, e.g. for stream output. Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/glsl_shader.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index b24f512c46c..3385d837629 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8869,7 +8869,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const pshader, &ps_compile_args, &np2fixup_info); ps_list = &pshader->linked_programs; } - else if (priv->fragment_pipe == &glsl_fragment_pipe) + else if (priv->fragment_pipe == &glsl_fragment_pipe + && !(vshader && vshader->reg_maps.shader_version.major >= 4)) { struct glsl_ffp_fragment_shader *ffp_shader; struct ffp_frag_settings settings;