wined3d: Don't use the vertex/pixel shader when we're not supposed to.
This also avoids removing programs from lists they're not in in delete_glsl_program_entry().
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@ -3945,8 +3945,8 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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struct shader_glsl_priv *priv = This->shader_priv;
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const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
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IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
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IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
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IWineD3DPixelShader *pshader = use_ps ? This->stateBlock->pixelShader : NULL;
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IWineD3DVertexShader *vshader = use_vs ? This->stateBlock->vertexShader : NULL;
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struct glsl_shader_prog_link *entry = NULL;
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GLhandleARB programId = 0;
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GLhandleARB reorder_shader_id = 0;
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