Commit 93c88d34 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Fix GLSL backend with non-GLSL vertex and pixel pipeline combination.

That can only happen by manually modifying select_vertex_implementation() and select_fragment_implementation(), which may be useful for testing non-default vertex / fragment pipeline implementations.
parent d2a3c9c2
......@@ -6584,7 +6584,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
WORD attribs_map;
struct wined3d_string_buffer *tmp_name;
if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_VERTEX)))
if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program)
{
vs_id = ctx_data->glsl_program->vs.id;
vs_list = &ctx_data->glsl_program->vs.shader_entry;
......@@ -6624,7 +6624,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
vs_list = &ffp_shader->linked_programs;
}
if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_PIXEL)))
if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_PIXEL)) && ctx_data->glsl_program)
{
ps_id = ctx_data->glsl_program->ps.id;
ps_list = &ctx_data->glsl_program->ps.shader_entry;
......
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