Stefan Dösinger : d3d9: Some Windows drivers set undefined attributes to 0.0.

Alexandre Julliard julliard at winehq.org
Wed Apr 9 05:31:40 CDT 2008


Module: wine
Branch: master
Commit: 3e5899b38dee014756e55d9bb7c35257bae7611e
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=3e5899b38dee014756e55d9bb7c35257bae7611e

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Mon Apr  7 14:36:53 2008 +0200

d3d9: Some Windows drivers set undefined attributes to 0.0.

---

 dlls/d3d9/tests/visual.c |   15 +++++++++------
 dlls/wined3d/state.c     |    8 ++++++++
 2 files changed, 17 insertions(+), 6 deletions(-)

diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 969f79b..e8866c0 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -6078,11 +6078,13 @@ void test_vshader_input(IDirect3DDevice9 *device)
             ok(color == 0x00FFFF80 || color == 0x00FFFF7f || color == 0x00FFFF81,
                "Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00FFFF80\n", color);
 
-            /* The last value of the read but undefined stream is used */
+            /* The last value of the read but undefined stream is used, it is 0x00. The defined input is vec4(1, 0, 0, 0) */
             color = getPixelColor(device, 480, 360);
-            ok(color == 0x00FFFF00, "Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color);
+            ok(color == 0x00FFFF00 || color ==0x00FF0000,
+               "Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color);
             color = getPixelColor(device, 160, 120);
-            ok(color == 0x00FF0080 || color == 0x00FF007f || color == 0x00FF0081,
+            /* Same as above, accept both the last used value and 0.0 for the undefined streams */
+            ok(color == 0x00FF0080 || color == 0x00FF007f || color == 0x00FF0081 || color == 0x00FF0000,
                "Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00FF0080\n", color);
 
             color = getPixelColor(device, 480, 160);
@@ -6149,7 +6151,8 @@ void test_vshader_input(IDirect3DDevice9 *device)
         ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
 
         color = getPixelColor(device, 480, 350);
-        /* vs_1_1 may fail, accept the clear color
+        /* vs_1_1 may fail, accept the clear color. Some drivers also set the undefined streams to 0, accept that
+         * as well.
          *
          * NOTE: This test fails on the reference rasterizer. In the refrast, the 4 vertices have different colors,
          * i.e., the whole old stream is read, and not just the last used attribute. Some games require that this
@@ -6158,8 +6161,8 @@ void test_vshader_input(IDirect3DDevice9 *device)
          *
          * A test app for this behavior is Half Life 2 Episode 2 in dxlevel 95, and related games(Portal, TF2).
          */
-        ok(color == 0x000000FF || color == 0x00808080,
-           "Input test: Quad 2(different colors) returned color 0x%08x, expected 0x000000FF\n", color);
+        ok(color == 0x000000FF || color == 0x00808080 || color == 0x00000000,
+           "Input test: Quad 2(different colors) returned color 0x%08x, expected 0x000000FF, 0x00808080 or 0x00000000\n", color);
         color = getPixelColor(device, 160, 120);
 
         IDirect3DDevice9_SetVertexShader(device, NULL);
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 7ec4051..55d37a7 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3017,6 +3017,14 @@ static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
     for (i = 0; i < maxAttribs; ++i) {
         GL_EXTCALL(glDisableVertexAttribArrayARB(i));
         checkGLcall("glDisableVertexAttribArrayARB(reg)");
+        /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
+         * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
+         * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
+         * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
+         * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2 Eposide 2
+         */
+        GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
+        checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
     }
 }
 




More information about the wine-cvs mailing list