wined3d/arb: Always disable the fragment pipeline in shader_arb_select().
The original intent here seems to have been to avoid disabling GL_FRAGMENT_PROGRAM_ARB only to reënable it again. There is not actually any harm in this, however.
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1 changed files with 3 additions and 3 deletions
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@ -4639,10 +4639,10 @@ static void shader_arb_select(void *shader_priv, struct wined3d_context *context
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GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, compiled->prgId));
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checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, compiled->prgId);");
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if (!priv->use_arbfp_fixed_func)
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priv->fragment_pipe->fp_enable(context, FALSE);
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priv->fragment_pipe->fp_enable(context, FALSE);
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/* Enable OpenGL fragment programs. */
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/* Enable OpenGL fragment programs. Note that we may have already
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* disabled them when disabling the fragment pipeline. */
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gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB);");
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