wined3d: Set geometry shader irrespective of vertex shader.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-05-09 12:51:41 +02:00 committed by Alexandre Julliard
parent 7198cea163
commit 864bcfe6e6
1 changed files with 13 additions and 30 deletions

View File

@ -9124,47 +9124,17 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
vs_list = &ctx_data->glsl_program->vs.shader_entry;
if (use_vs(state))
{
vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
&& ctx_data->glsl_program->gs.id)
{
gs_id = ctx_data->glsl_program->gs.id;
}
else if (gshader)
{
struct gs_compile_args args;
find_gs_compile_args(state, gshader, &args);
gs_id = find_glsl_geometry_shader(context, priv, gshader, &args);
}
}
}
else if (use_vs(state))
{
struct vs_compile_args vs_compile_args;
vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args, d3d_info);
vs_id = find_glsl_vshader(context, priv, vshader, &vs_compile_args);
vs_list = &vshader->linked_programs;
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
&& ctx_data->glsl_program->gs.id)
{
gs_id = ctx_data->glsl_program->gs.id;
}
else if (gshader)
{
struct gs_compile_args gs_compile_args;
find_gs_compile_args(state, gshader, &gs_compile_args);
gs_id = find_glsl_geometry_shader(context, priv, gshader, &gs_compile_args);
}
}
else if (priv->vertex_pipe == &glsl_vertex_pipe)
{
@ -9177,6 +9147,19 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
vs_list = &ffp_shader->linked_programs;
}
gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY)) && ctx_data->glsl_program)
{
gs_id = ctx_data->glsl_program->gs.id;
}
else if (gshader)
{
struct gs_compile_args args;
find_gs_compile_args(state, gshader, &args);
gs_id = find_glsl_geometry_shader(context, priv, gshader, &args);
}
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_PIXEL)) && ctx_data->glsl_program)
{
ps_id = ctx_data->glsl_program->ps.id;