From 3fbdb64270a48163e96195495fb828299096f5ec Mon Sep 17 00:00:00 2001 From: =?utf8?q?Stefan=20D=C3=B6singer?= Date: Mon, 23 Feb 2009 19:27:13 +0100 Subject: [PATCH] wined3d: Update a comment. shader_select takes care of compiling the shader since we have the shader duplication infrastructure. However, there's still a motivation to skip the shader_select call if the vertex shader is dirty. --- dlls/wined3d/arb_program_shader.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index ee7ab904c2b..1bebb21eb3b 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -3045,8 +3045,8 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, * type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use * atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here * - * Don't call shader_select if the vertex shader is dirty, because some shader backends(GLSL) need both shaders - * to be compiled before activating them(needs some cleanups in the shader backend interface) + * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex + * shader handler */ if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) { device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader); -- 2.11.4.GIT