diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 853518f9aaf..f12e0465723 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -1920,7 +1920,20 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx TRACE("Loaded arrays\n"); - /* TODO: Bind the correct GLSL shader program here. */ + /* Bind the correct GLSL shader program based on the currently set vertex & pixel shaders. */ + if (wined3d_settings.shader_mode == SHADER_GLSL) { + GLhandleARB programId; + + set_glsl_shader_program(iface); + programId = This->stateBlock->shaderPrgId; + + if (programId != 0) { + /* Start using this program ID */ + TRACE_(d3d_shader)("Using GLSL program %u\n", programId); + GL_EXTCALL(glUseProgramObjectARB(programId)); + checkGLcall("glUseProgramObjectARB"); + } + } if (useVertexShaderFunction) { diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 31afe740b0b..f1ec8bcd8ad 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1317,6 +1317,9 @@ extern const SHADER_OPCODE* shader_get_opcode( /* ARB shader program Prototypes */ extern void shader_hw_def(SHADER_OPCODE_ARG *arg); +/* GLSL helper programs */ +extern void set_glsl_shader_program(IWineD3DDevice *iface); + /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */ extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg); extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);