wined3d: Allow drawPrim to create and use the GLSL program.
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 853518f..f12e046 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c
@@ -1920,7 +1920,20 @@ TRACE("Loaded arrays\n"); - /* TODO: Bind the correct GLSL shader program here. */ + /* Bind the correct GLSL shader program based on the currently set vertex & pixel shaders. */ + if (wined3d_settings.shader_mode == SHADER_GLSL) { + GLhandleARB programId; + + set_glsl_shader_program(iface); + programId = This->stateBlock->shaderPrgId; + + if (programId != 0) { + /* Start using this program ID */ + TRACE_(d3d_shader)("Using GLSL program %u\n", programId); + GL_EXTCALL(glUseProgramObjectARB(programId)); + checkGLcall("glUseProgramObjectARB"); + } + } if (useVertexShaderFunction) {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 31afe74..f1ec8bc 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h
@@ -1317,6 +1317,9 @@ /* ARB shader program Prototypes */ extern void shader_hw_def(SHADER_OPCODE_ARG *arg); +/* GLSL helper programs */ +extern void set_glsl_shader_program(IWineD3DDevice *iface); + /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */ extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg); extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);