wined3d: Set the sampler only once in shader_glsl_select_depth_blt().
It (obviously) never changes.
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@ -3458,15 +3458,16 @@ static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
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WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
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struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
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struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
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static GLhandleARB loc = -1;
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if (!priv->depth_blt_glsl_program_id) {
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if (!priv->depth_blt_glsl_program_id) {
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GLhandleARB loc;
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priv->depth_blt_glsl_program_id = create_glsl_blt_shader(gl_info);
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priv->depth_blt_glsl_program_id = create_glsl_blt_shader(gl_info);
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loc = GL_EXTCALL(glGetUniformLocationARB(priv->depth_blt_glsl_program_id, "sampler"));
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loc = GL_EXTCALL(glGetUniformLocationARB(priv->depth_blt_glsl_program_id, "sampler"));
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GL_EXTCALL(glUseProgramObjectARB(priv->depth_blt_glsl_program_id));
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GL_EXTCALL(glUniform1iARB(loc, 0));
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} else {
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GL_EXTCALL(glUseProgramObjectARB(priv->depth_blt_glsl_program_id));
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}
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}
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GL_EXTCALL(glUseProgramObjectARB(priv->depth_blt_glsl_program_id));
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GL_EXTCALL(glUniform1iARB(loc, 0));
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}
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}
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static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
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static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
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