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