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.
This commit is contained in:
Stefan Dösinger 2008-11-01 20:11:41 +01:00 committed by Alexandre Julliard
parent 3d6313c9ce
commit 8b38533f69
1 changed files with 15 additions and 15 deletions

View File

@ -1887,21 +1887,20 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
if(!priv->use_arbfp_fixed_func) {
/* Enable OpenGL fragment programs */
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
}
TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
} else {
priv->current_fprogram_id = 0;
if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
} else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
/* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
* keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
* replacement shader
*/
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
}
priv->current_fprogram_id = 0;
}
}
@ -1946,7 +1945,7 @@ static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
} else if(!priv->use_arbfp_fixed_func) {
} else {
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
}
@ -3087,6 +3086,7 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
*/
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, desc->shader)");
priv->current_fprogram_id = desc->shader;
if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
/* Reload fixed function constants since they collide with the pixel shader constants */