From: Zebediah Figura zfigura@codeweavers.com
The original intent here seems to have been to avoid disabling GL_FRAGMENT_PROGRAM_ARB only to reënable it again. There is not actually any harm in this, however. --- dlls/wined3d/arb_program_shader.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index ee693924a24..c89c2e848a6 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -4639,10 +4639,10 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, compiled->prgId)); checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, compiled->prgId);");
- if (!priv->use_arbfp_fixed_func) - priv->fragment_pipe->fp_enable(context, FALSE); + priv->fragment_pipe->fp_enable(context, FALSE);
- /* Enable OpenGL fragment programs. */ + /* Enable OpenGL fragment programs. Note that we may have already + * disabled them when disabling the fragment pipeline. */ gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB); checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");