Module: wine Branch: master Commit: c66a3be49b755c8e881f8a2405ed63b272022848 URL: http://source.winehq.org/git/wine.git/?a=commit;h=c66a3be49b755c8e881f8a2405...
Author: Stefan Dösinger stefan@codeweavers.com Date: Thu Nov 22 22:18:53 2007 +0100
wined3d: Work around nvidia beta driver bug.
---
dlls/wined3d/glsl_shader.c | 18 +++++++++--------- 1 files changed, 9 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index d9e525b..0dd306f 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3005,6 +3005,15 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */ char tmp_name[10];
+ reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info); + TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId); + GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id)); + checkGLcall("glAttachObjectARB"); + /* Flag the reorder function for deletion, then it will be freed automatically when the program + * is destroyed + */ + GL_EXTCALL(glDeleteObjectARB(reorder_shader_id)); + TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId); GL_EXTCALL(glAttachObjectARB(programId, vshader_id)); checkGLcall("glAttachObjectARB"); @@ -3027,15 +3036,6 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use checkGLcall("glBindAttribLocationARB");
list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry); - - reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info); - TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId); - GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id)); - checkGLcall("glAttachObjectARB"); - /* Flag the reorder function for deletion, then it will be freed automatically when the program - * is destroyed - */ - GL_EXTCALL(glDeleteObjectARB(reorder_shader_id)); }
/* Attach GLSL pshader */