From: Stefan Dösinger Subject: [PATCH 1/2] wined3d: Use the ARBfp ffp pipeline only if ARBfp is supported Message-Id: <1360361987-6255-1-git-send-email-stefan@codeweavers.com> Date: Fri, 8 Feb 2013 23:19:46 +0100 r200 GPUs support ARB_vertex_program. Therefore, we use the arb shader backend. It doesn't mean we should use ARBfp for fragment processing though. --- dlls/wined3d/directx.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index 7734cba..f42299e 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -2252,7 +2252,7 @@ static const struct fragment_pipeline *select_fragment_implementation(const stru { if (shader_backend_ops == &glsl_shader_backend) return &glsl_fragment_pipe; - if (shader_backend_ops == &arb_program_shader_backend) + if (shader_backend_ops == &arb_program_shader_backend && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline; if (gl_info->supported[ATI_FRAGMENT_SHADER]) return &atifs_fragment_pipeline; -- 1.7.12.4