On 13 May 2013 16:39, Stefan Dösinger <ste...@codeweavers.com> wrote:
>
> Am 13.05.2013 um 15:28 schrieb Henri Verbeet <hverb...@gmail.com>:
>
>> On 12 May 2013 15:30, Stefan Dösinger <ste...@codeweavers.com> wrote:
>>>     /* Disable shaders */
>>> -    device->shader_backend->shader_select(context, 
>>> WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
>>> +    device->shader_backend->shader_select(context, 
>>> WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE,
>>> +            NULL, device->shader_priv);
>> I think that's a bit questionable. Passing NULL state happens to work
>> for this set of arguments, but I don't think we want that to be part
>> of the interface.
> I think it's the best solution. SetupForBlit does not have any state 
> information, which makes sense because it has no relation with d3d draws. 
> Even if we grab some state information from somewhere (e.g. the stateblock, 
> or the command stream) there's no guarantee that it is set up in a useful 
> way. It could e.g. have a NULL vdecl or mismatched vertex/pixel shaders etc.
>
Maybe. Perhaps we could also just get rid of WINED3D_SHADER_MODE_NONE
and add a separate call instead.


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