wined3d: Fix GLSL backend with non-GLSL vertex and pixel pipeline combination.
That can only happen by manually modifying select_vertex_implementation() and select_fragment_implementation(), which may be useful for testing non-default vertex / fragment pipeline implementations.
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@ -6584,7 +6584,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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WORD attribs_map;
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struct wined3d_string_buffer *tmp_name;
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if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_VERTEX)))
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if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program)
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{
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vs_id = ctx_data->glsl_program->vs.id;
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vs_list = &ctx_data->glsl_program->vs.shader_entry;
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@ -6624,7 +6624,7 @@ 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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if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_PIXEL)))
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if (!(context->shader_update_mask & (1 << 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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ps_list = &ctx_data->glsl_program->ps.shader_entry;
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