It shouldn't matter right now, but it might be an issue when we start to precompile other shader types than compute shaders. Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> --- dlls/wined3d/shader.c | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-) diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 2a047fadafc2..93079e89120e 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -3685,8 +3685,6 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device shader->load_local_constsF = shader->lconst_inf_or_nan; - wined3d_cs_init_object(shader->device->cs, wined3d_shader_init_object, shader); - return hr; } @@ -4118,6 +4116,8 @@ HRESULT CDECL wined3d_shader_create_cs(struct wined3d_device *device, const stru return hr; } + wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); + TRACE("Created compute shader %p.\n", object); *shader = object; @@ -4143,6 +4143,8 @@ HRESULT CDECL wined3d_shader_create_ds(struct wined3d_device *device, const stru return hr; } + wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); + TRACE("Created domain shader %p.\n", object); *shader = object; @@ -4169,6 +4171,8 @@ HRESULT CDECL wined3d_shader_create_gs(struct wined3d_device *device, const stru return hr; } + wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); + TRACE("Created geometry shader %p.\n", object); *shader = object; @@ -4194,6 +4198,8 @@ HRESULT CDECL wined3d_shader_create_hs(struct wined3d_device *device, const stru return hr; } + wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); + TRACE("Created hull shader %p.\n", object); *shader = object; @@ -4219,6 +4225,8 @@ HRESULT CDECL wined3d_shader_create_ps(struct wined3d_device *device, const stru return hr; } + wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); + TRACE("Created pixel shader %p.\n", object); *shader = object; @@ -4244,6 +4252,8 @@ HRESULT CDECL wined3d_shader_create_vs(struct wined3d_device *device, const stru return hr; } + wined3d_cs_init_object(device->cs, wined3d_shader_init_object, object); + TRACE("Created vertex shader %p.\n", object); *shader = object; -- 2.16.1