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