wined3d: Properly update last_was_pshader.
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7236452df8
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@ -3031,6 +3031,9 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
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state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context);
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state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context);
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}
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context->last_was_pshader = FALSE;
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} else {
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context->last_was_pshader = TRUE;
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}
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/* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
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@ -885,6 +885,7 @@ static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *statebl
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IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
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BOOL use_vshader = use_vs(stateblock);
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context->last_was_pshader = use_ps(stateblock);
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/* The ATIFS code does not support pixel shaders currently, but we have to provide a state handler
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* to call shader_select to select a vertex shader if one is applied because the vertex shader state
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* may defer calling the shader backend if the pshader state is dirty.
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@ -3408,6 +3408,7 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
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sampler(STATE_SAMPLER(i), stateblock, context);
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}
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}
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context->last_was_pshader = TRUE;
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} else {
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/* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
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* if a different texture was bound. I don't have to do anything.
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@ -3423,6 +3424,7 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
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(STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
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}
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}
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context->last_was_pshader = FALSE;
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}
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if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
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