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.
This commit is contained in:
Stefan Dösinger 2009-02-23 19:27:13 +01:00 committed by Alexandre Julliard
parent 703dcca61b
commit 3fbdb64270

View File

@ -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);