wined3d: Restore the fragment replacement prog after depth_blt.
The current code properly enabled/disabled GL_ARB_fragment_program after a depth blit, but it did not restore the bound fragment program properly. This leads to problems if a depth blit was done between two draws without any change of the fragment processing settings.
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@ -1887,21 +1887,20 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
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GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
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checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
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if(!priv->use_arbfp_fixed_func) {
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/* Enable OpenGL fragment programs */
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
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}
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TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
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} else {
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priv->current_fprogram_id = 0;
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if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
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} else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
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/* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
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* keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
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* replacement shader
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*/
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
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}
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priv->current_fprogram_id = 0;
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}
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}
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@ -1946,7 +1945,7 @@ static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
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TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
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} else if(!priv->use_arbfp_fixed_func) {
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} else {
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
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}
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@ -3087,6 +3086,7 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
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*/
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GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
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checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
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priv->current_fprogram_id = desc->shader;
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if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
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/* Reload fixed function constants since they collide with the pixel shader constants */
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