Józef Kucia : wined3d: Update vertex shader when hull shader is changed.
Module: wine Branch: master Commit: 32c8d11e97747967b759354e168c9998f4b54fcc URL: http://source.winehq.org/git/wine.git/?a=commit;h=32c8d11e97747967b759354e16... Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Sat May 20 13:45:55 2017 +0200 wined3d: Update vertex shader when hull shader is changed. For vertex shader output count. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org> --- dlls/wined3d/glsl_shader.c | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 5d08a48..f2fde11 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -10676,10 +10676,13 @@ static void glsl_vertex_pipe_vs(struct wined3d_context *context, static void glsl_vertex_pipe_hs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { - /* In Direct3D tessellator options (e.g. output primitive type, primitive - * winding) are defined in Hull Shaders, while in GLSL those are - * specified in Tessellation Evaluation Shaders. */ + /* In Direct3D tessellator options (e.g. output primitive type, primitive + * winding) are defined in Hull Shaders, while in GLSL those are + * specified in Tessellation Evaluation Shaders. */ context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_DOMAIN; + + if (state->shader[WINED3D_SHADER_TYPE_VERTEX]) + context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX; } static void glsl_vertex_pipe_geometry_shader(struct wined3d_context *context,
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Alexandre Julliard