[2/5] WineD3D: Implement loops with the NV extensions
Allan Tong
actong88 at gmail.com
Wed Jun 10 19:47:17 CDT 2009
On Wed, Jun 10, 2009 at 6:45 PM, Stefan Dösinger<stefan at codeweavers.com> wrote:
>
> Am 10.06.2009 um 15:20 schrieb Allan Tong:
>
>>> + if(vshader)
>>> + {
>>> + struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
>>> + struct list *e = list_head(&priv->control_frames);
>>> + struct control_frame *control_frame = LIST_ENTRY(e, struct
>>> control_frame, entry);
>>> +
>>> + if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;\n");
>>> +
>>> + shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
>>> + shader_addline(buffer, "BRA loop_%u_end (LE.x);\n",
>>> control_frame->loop_no);
>>> + shader_addline(buffer, "loop_%u_start:\n",
>>> control_frame->loop_no);
>>> + }
>>
>> Nested loops still don't work here. You need NV_vertex_program3 in
>> order to use PUSHA and POPA.
>
> Well, I enable NV_vertex_program3 if available. I don't check for it because
> if the app uses nested loops and it is not supported, then there isn't
> anything I can do anyway, and we advertised the wrong shader version or
> something else went wrong. (e.g. we get a 3.0 shader, only support 2.0 and
> don't return an error, or we get a broken shader and don't check it
> properly)
Maybe I'm missing something here, but I would have thought that
shader_arb_generate_vshader should have something along the lines of:
if (GL_SUPPORT(NV_VERTEX_PROGRAM3)) {
shader_addline(buffer, "OPTION NV_vertex_program3;\n");
...
}
Right now there's just a line for "OPTION NV_vertex_program2", and
even when running on hardware that supports NV3, you still get an
error trying to use a shader that uses PUSHA/POPA.
- Allan
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