![]() Calling shader_select() from inside depth_blt() isn't necessarily safe. shader_select() assumes CompileShader() has been called for the current shaders, but that depends on STATE_VSHADER / STATE_PIXELSHADER being applied. That isn't always true when depth_blt() gets called, with the result that sometimes GLSL programs could be created with no shader objects attached. |
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.. | ||
Makefile.in | ||
arb_program_shader.c | ||
ati_fragment_shader.c | ||
baseshader.c | ||
basetexture.c | ||
clipper.c | ||
context.c | ||
cubetexture.c | ||
device.c | ||
directx.c | ||
drawprim.c | ||
glsl_shader.c | ||
indexbuffer.c | ||
palette.c | ||
pixelshader.c | ||
query.c | ||
resource.c | ||
state.c | ||
stateblock.c | ||
surface.c | ||
surface_base.c | ||
surface_gdi.c | ||
swapchain.c | ||
texture.c | ||
utils.c | ||
vertexbuffer.c | ||
vertexdeclaration.c | ||
vertexshader.c | ||
volume.c | ||
volumetexture.c | ||
wined3d.spec | ||
wined3d_main.c | ||
wined3d_private.h | ||
wined3d_private_types.h |