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Commit 9313c14c authored by Elizabeth Figura's avatar Elizabeth Figura Committed by Alexandre Julliard
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wined3d: Invalidate the PS from wined3d_device_apply_stateblock() when texture states change.

The eventual goal for the HLSL FFP pipeline is to set the shader to an
internally constructed wined3d_shader object early, so that all the existing
backend logic that works with real shaders can be reused.

Specifically, we want to construct this shader before e.g.
context_gl_load_shader_resources() and context_update_stream_info(), both
functions which currently execute before applying state tables but which operate
on the currently bound shaders. In fact, because the HLSL FFP pipeline is
intended to be backend-agnostic, the goal is to construct the replacement
shaders from within wined3d_cs_exec_draw().

This means that the "invalidate the FFP shader" flag—for which we simply reuse
STATE_SHADER—needs to be set earlier, specifically before the draw call is
submitted to the CS. Hence we do it from wined3d_device_apply_stateblock().
parent 01550dc2
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1 merge request!6227wined3d: Move FFP shader invalidation to wined3d_device_apply_stateblock().
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