wined3d: Do not generate FFP fragment shader when SM4 vertex shader is active.
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 <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -8869,7 +8869,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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pshader, &ps_compile_args, &np2fixup_info);
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ps_list = &pshader->linked_programs;
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}
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else if (priv->fragment_pipe == &glsl_fragment_pipe)
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else if (priv->fragment_pipe == &glsl_fragment_pipe
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&& !(vshader && vshader->reg_maps.shader_version.major >= 4))
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{
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struct glsl_ffp_fragment_shader *ffp_shader;
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struct ffp_frag_settings settings;
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