forked from Mirrors/wine-wine
wined3d: Properly check for the required extensions before selecting the GLSL FFP implementations.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>oldstable
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1a02c676fb
commit
6690c7090c
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@ -2479,7 +2479,7 @@ static enum wined3d_pci_device wined3d_guess_card(const struct shader_caps *shad
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static const struct wined3d_vertex_pipe_ops *select_vertex_implementation(const struct wined3d_gl_info *gl_info,
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const struct wined3d_shader_backend_ops *shader_backend_ops)
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{
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if (shader_backend_ops == &glsl_shader_backend)
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if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_VERTEX_SHADER])
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return &glsl_vertex_pipe;
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return &ffp_vertex_pipe;
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}
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@ -2487,7 +2487,7 @@ static const struct wined3d_vertex_pipe_ops *select_vertex_implementation(const
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static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info,
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const struct wined3d_shader_backend_ops *shader_backend_ops)
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{
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if (shader_backend_ops == &glsl_shader_backend)
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if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_FRAGMENT_SHADER])
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return &glsl_fragment_pipe;
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if (shader_backend_ops == &arb_program_shader_backend && gl_info->supported[ARB_FRAGMENT_PROGRAM])
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return &arbfp_fragment_pipeline;
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