wined3d: Don't call shader_select() in depth_blt().
commitb37cc08721bb4c60b7842a0d5b1af81fe8820477
authorH. Verbeet <hverbeet@gmail.com>
Thu, 10 Jul 2008 15:57:35 +0000 (10 17:57 +0200)
committerAlexandre Julliard <julliard@winehq.org>
Thu, 10 Jul 2008 18:33:29 +0000 (10 20:33 +0200)
treef93045e93875434f1206d53d5e549e550d27a6b2
parentd2cce3284af1b6a22b8a09751d10c16fdaae97b9
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.
dlls/wined3d/arb_program_shader.c
dlls/wined3d/ati_fragment_shader.c
dlls/wined3d/baseshader.c
dlls/wined3d/drawprim.c
dlls/wined3d/glsl_shader.c
dlls/wined3d/wined3d_private.h