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wine
wine-winehq
Commits
6012475e
Commit
6012475e
authored
Jan 19, 2009
by
Stefan Dösinger
Committed by
Alexandre Julliard
Feb 24, 2009
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Plain Diff
wined3d: Properly update last_was_pshader.
parent
7236452d
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3 changed files
with
6 additions
and
0 deletions
+6
-0
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+3
-0
ati_fragment_shader.c
dlls/wined3d/ati_fragment_shader.c
+1
-0
state.c
dlls/wined3d/state.c
+2
-0
No files found.
dlls/wined3d/arb_program_shader.c
View file @
6012475e
...
...
@@ -3031,6 +3031,9 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
state_texfactor_arbfp
(
STATE_RENDER
(
WINED3DRS_TEXTUREFACTOR
),
stateblock
,
context
);
state_arb_specularenable
(
STATE_RENDER
(
WINED3DRS_SPECULARENABLE
),
stateblock
,
context
);
}
context
->
last_was_pshader
=
FALSE
;
}
else
{
context
->
last_was_pshader
=
TRUE
;
}
/* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend.
...
...
dlls/wined3d/ati_fragment_shader.c
View file @
6012475e
...
...
@@ -885,6 +885,7 @@ static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *statebl
IWineD3DDeviceImpl
*
device
=
stateblock
->
wineD3DDevice
;
BOOL
use_vshader
=
use_vs
(
stateblock
);
context
->
last_was_pshader
=
use_ps
(
stateblock
);
/* The ATIFS code does not support pixel shaders currently, but we have to provide a state handler
* to call shader_select to select a vertex shader if one is applied because the vertex shader state
* may defer calling the shader backend if the pshader state is dirty.
...
...
dlls/wined3d/state.c
View file @
6012475e
...
...
@@ -3408,6 +3408,7 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
sampler
(
STATE_SAMPLER
(
i
),
stateblock
,
context
);
}
}
context
->
last_was_pshader
=
TRUE
;
}
else
{
/* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
* if a different texture was bound. I don't have to do anything.
...
...
@@ -3423,6 +3424,7 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
(
STATE_TEXTURESTAGE
(
i
,
WINED3DTSS_COLOROP
),
stateblock
,
context
);
}
}
context
->
last_was_pshader
=
FALSE
;
}
if
(
!
isStateDirty
(
context
,
device
->
StateTable
[
STATE_VSHADER
].
representative
))
{
...
...
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