commit | b37cc08721bb4c60b7842a0d5b1af81fe8820477 | [log] [tgz] |
---|---|---|
author | H. Verbeet <hverbeet@gmail.com> | Thu Jul 10 17:57:35 2008 +0200 |
committer | Alexandre Julliard <julliard@winehq.org> | Thu Jul 10 20:33:29 2008 +0200 |
tree | f93045e93875434f1206d53d5e549e550d27a6b2 | |
parent | d2cce3284af1b6a22b8a09751d10c16fdaae97b9 [diff] |
wined3d: Don't call shader_select() in depth_blt(). Calling shader_select() from inside depth_blt() isn't necessarily safe. shader_select() assumes CompileShader() has been called for the current shaders, but that depends on STATE_VSHADER / STATE_PIXELSHADER being applied. That isn't always true when depth_blt() gets called, with the result that sometimes GLSL programs could be created with no shader objects attached.