Stefan Dösinger : wined3d: Fix for MacOS' es incomplete glsl uniform truth.
Alexandre Julliard
julliard at winehq.org
Fri Nov 9 07:44:19 CST 2007
Module: wine
Branch: master
Commit: 883915fc728b2915a8f4871b4f488251c5679dba
URL: http://source.winehq.org/git/wine.git/?a=commit;h=883915fc728b2915a8f4871b4f488251c5679dba
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Thu Nov 8 22:10:17 2007 +0100
wined3d: Fix for MacOS'es incomplete glsl uniform truth.
---
dlls/wined3d/directx.c | 22 ++++++++++++++++++++--
1 files changed, 20 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 65a5b2a..dc2462e 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2744,6 +2744,25 @@ static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
}
}
+static void fixup_extensions(WineD3D_GL_Info *gl_info) {
+ if(implementation_is_apple(gl_info)) {
+ /* MacOS advertises more GLSL vertex shader uniforms than support on hardware, and if more are
+ * used it falls back to software. While the compiler can detect if the shader uses all declared
+ * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
+ * using relative addressing falls back to software.
+ *
+ * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
+ */
+ if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
+ FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
+ } else {
+ TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
+ gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
+ gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
+ }
+ }
+}
+
#define PUSH1(att) attribs[nAttribs++] = (att);
#define GLINFO_LOCATION (Adapters[0].gl_info)
BOOL InitAdapters(void) {
@@ -2798,7 +2817,6 @@ BOOL InitAdapters(void) {
int attribute;
DISPLAY_DEVICEW DisplayDevice;
HDC hdc;
- BOOL apple;
TRACE("Initializing default adapter\n");
Adapters[0].monitorPoint.x = -1;
@@ -2883,7 +2901,7 @@ BOOL InitAdapters(void) {
}
WineD3D_ReleaseFakeGLContext();
- apple = implementation_is_apple(&Adapters[0].gl_info);
+ fixup_extensions(&Adapters[0].gl_info);
select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
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