Józef Kucia : wined3d: Do not generate FFP fragment shader when SM4 vertex shader is active.
Module: wine Branch: master Commit: 56ce1d3dec4b7a699a910983f1e255ee1c0c138d URL: http://source.winehq.org/git/wine.git/?a=commit;h=56ce1d3dec4b7a699a910983f1... Author: Józef Kucia <jkucia(a)codeweavers.com> Date: Wed Mar 22 09:40:57 2017 +0100 wined3d: Do not generate FFP fragment shader when SM4 vertex shader is active. We should not ever generate fixed-function replacement shaders in D3D10+. It is perfectly valid to draw with NULL pixel shader, e.g. for stream output. 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 | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index b24f512..3385d83 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8869,7 +8869,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const pshader, &ps_compile_args, &np2fixup_info); ps_list = &pshader->linked_programs; } - else if (priv->fragment_pipe == &glsl_fragment_pipe) + else if (priv->fragment_pipe == &glsl_fragment_pipe + && !(vshader && vshader->reg_maps.shader_version.major >= 4)) { struct glsl_ffp_fragment_shader *ffp_shader; struct ffp_frag_settings settings;
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Alexandre Julliard