wined3d: Work around nvidia beta driver bug.
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@ -3005,6 +3005,15 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
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int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
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int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
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char tmp_name[10];
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char tmp_name[10];
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reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
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TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
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GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
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checkGLcall("glAttachObjectARB");
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/* Flag the reorder function for deletion, then it will be freed automatically when the program
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* is destroyed
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*/
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GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
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TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
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TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
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GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
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GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
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checkGLcall("glAttachObjectARB");
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checkGLcall("glAttachObjectARB");
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@ -3027,15 +3036,6 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
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checkGLcall("glBindAttribLocationARB");
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checkGLcall("glBindAttribLocationARB");
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list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
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list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
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reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
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TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
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GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
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checkGLcall("glAttachObjectARB");
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/* Flag the reorder function for deletion, then it will be freed automatically when the program
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* is destroyed
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*/
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GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
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}
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}
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/* Attach GLSL pshader */
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/* Attach GLSL pshader */
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