wined3d: Disable pixel shader when rasterization is disabled.
Allows us to split shader output variables when rasterization is disabled. 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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@ -9926,7 +9926,13 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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gs_id = find_glsl_geometry_shader(context, priv, gshader, &args);
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}
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if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_PIXEL)) && ctx_data->glsl_program)
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/* A pixel shader is not used when rasterization is disabled. */
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if (gshader && gshader->u.gs.so_desc.rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM)
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{
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ps_id = 0;
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ps_list = NULL;
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}
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else if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_PIXEL)) && ctx_data->glsl_program)
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{
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ps_id = ctx_data->glsl_program->ps.id;
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ps_list = &ctx_data->glsl_program->ps.shader_entry;
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@ -11274,6 +11280,8 @@ static void glsl_vertex_pipe_hs(struct wined3d_context *context,
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static void glsl_vertex_pipe_geometry_shader(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id)
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{
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context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
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if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
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context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN;
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else if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
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