wined3d: Actually store the PS's vertex processing flag.

This commit is contained in:
Stefan Dösinger 2007-11-08 23:41:59 +01:00 committed by Alexandre Julliard
parent 33df806819
commit 335bd99262

View File

@ -361,18 +361,17 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
/* Pack 3.0 inputs */
if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0) &&
!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
This->vertexprocessing = pretransformed;
pshader_glsl_input_pack(&buffer, This->semantics_in, iface);
} else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
This->vertexprocessing = fixedfunction;
pshader_glsl_input_pack(&buffer, This->semantics_in, iface);
} else {
This->vertexprocessing = vertexshader;
}
pshader_glsl_input_pack(&buffer, This->semantics_in, iface);
}
/* Base Shader Body */