Do we still have a case where a shader is created with a NULL function? I think we filter that in d3d8 now and just create a vdecl
-----Original Message----- From: wine-patches-bounces@winehq.org [mailto:wine-patches- bounces@winehq.org] On Behalf Of Henri Verbeet Sent: Thursday, December 11, 2008 11:58 AM To: wine-patches@winehq.org Subject: [2/5] wined3d: baseShader.functionLength should be 0 when a NULL pFunction is passed.
2008/12/11 Stefan Dösinger stefan@codeweavers.com:
Do we still have a case where a shader is created with a NULL function? I think we filter that in d3d8 now and just create a vdecl
I'm not completely sure, but probably not. I'd like to get rid of this check, but these patches are really just preparation for the 5th patch in this series. I know there are other places where we check for a NULL pFunction (including use_vs()), I'd like to remove those all at once.
I'm not completely sure, but probably not. I'd like to get rid of this check, but these patches are really just preparation for the 5th patch in this series. I know there are other places where we check for a NULL pFunction (including use_vs()), I'd like to remove those all at once.
Fair enough