Stefan Dösinger : wined3d: Watch out about higher constants when clamping ps 1.x consts.
Alexandre Julliard
julliard at winehq.org
Fri Aug 7 08:49:34 CDT 2009
Module: wine
Branch: master
Commit: 14eedc5be7f27e55f50bd4a3c01d355b4a986542
URL: http://source.winehq.org/git/wine.git/?a=commit;h=14eedc5be7f27e55f50bd4a3c01d355b4a986542
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Thu Aug 6 20:30:20 2009 +0200
wined3d: Watch out about higher constants when clamping ps 1.x consts.
ps 1.x supports only 8 constants, so the shader load code dirtifies the
first 8 on a shader switch. However, the constant load code reloaded all dirty
consts with clamping. That potentially left constants > 8 clamped.
---
dlls/wined3d/arb_program_shader.c | 61 ++++++++++++++++++++++---------------
1 files changed, 36 insertions(+), 25 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 6300abb..4ed57a0 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -284,7 +284,7 @@ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, con
GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
{
local_constant* lconst;
- DWORD i, j;
+ DWORD i = 0, j;
unsigned int ret;
if (TRACE_ON(d3d_shader)) {
@@ -299,7 +299,10 @@ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, con
if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
{
float lcl_const[4];
- for(i = 0; i < max_constants; i++) {
+ /* ps 1.x supports only 8 constants, clamp only those. When switching between 1.x and higher
+ * shaders, the first 8 constants are marked dirty for reload
+ */
+ for(; i < min(8, max_constants); i++) {
if(!dirty_consts[i]) continue;
dirty_consts[i] = 0;
@@ -322,31 +325,39 @@ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl *This, con
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
}
- } else {
- if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
- /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
- * or just reloading *all* constants at once
- *
- GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, 0, max_constants, constants));
- */
- for(i = 0; i < max_constants; i++) {
- if(!dirty_consts[i]) continue;
- /* Find the next block of dirty constants */
- dirty_consts[i] = 0;
- j = i;
- for(i++; (i < max_constants) && dirty_consts[i]; i++) {
- dirty_consts[i] = 0;
- }
+ /* If further constants are dirty, reload them without clamping.
+ *
+ * The alternative is not to touch them, but then we cannot reset the dirty constant count
+ * to zero. That's bad for apps that only use PS 1.x shaders, because in that case the code
+ * above would always re-check the first 8 constants since max_constant remains at the init
+ * value
+ */
+ }
+
+ if(GL_SUPPORT(EXT_GPU_PROGRAM_PARAMETERS)) {
+ /* TODO: Benchmark if we're better of with finding the dirty constants ourselves,
+ * or just reloading *all* constants at once
+ *
+ GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, i, max_constants, constants + (i * 4)));
+ */
+ for(; i < max_constants; i++) {
+ if(!dirty_consts[i]) continue;
- GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
+ /* Find the next block of dirty constants */
+ dirty_consts[i] = 0;
+ j = i;
+ for(i++; (i < max_constants) && dirty_consts[i]; i++) {
+ dirty_consts[i] = 0;
}
- } else {
- for(i = 0; i < max_constants; i++) {
- if(dirty_consts[i]) {
- dirty_consts[i] = 0;
- GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
- }
+
+ GL_EXTCALL(glProgramEnvParameters4fvEXT(target_type, j, i - j, constants + (j * 4)));
+ }
+ } else {
+ for(; i < max_constants; i++) {
+ if(dirty_consts[i]) {
+ dirty_consts[i] = 0;
+ GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
}
}
}
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