[PATCH 1/5] wined3d: Use correct initial color for FFP texture blending in GLSL backend.
Józef Kucia
jkucia at codeweavers.com
Wed Dec 9 07:18:36 CST 2015
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
For bug 39710.
The ret variable, which is WINED3DTA_CURRENT, is also used for computing texcoords for bump mapping.
Additionally, the diffuse color is used as an intial value of WINED3DTA_CURRENT only in stage 0.
These two conditions lead to blending colors with texcoords in some cases.
---
dlls/wined3d/glsl_shader.c | 20 +++++---------------
1 file changed, 5 insertions(+), 15 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 6fe0ff6..6fa9521 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -6023,10 +6023,7 @@ static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buf
break;
case WINED3DTA_CURRENT:
- if (!stage)
- ret = "ffp_varying_diffuse";
- else
- ret = "ret";
+ ret = "ret";
break;
case WINED3DTA_TEXTURE:
@@ -6128,8 +6125,6 @@ static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, un
switch (op)
{
case WINED3D_TOP_DISABLE:
- if (!stage)
- shader_addline(buffer, "%s%s = ffp_varying_diffuse%s;\n", dstreg, dstmask, dstmask);
break;
case WINED3D_TOP_SELECT_ARG1:
@@ -6262,7 +6257,6 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
BOOL tempreg_used = FALSE, tfactor_used = FALSE;
- const char *final_combiner_src = "ret";
UINT lowest_disabled_stage;
GLuint shader_id;
DWORD arg0, arg1, arg2;
@@ -6453,7 +6447,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
shader_addline(buffer, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
- /* Generate texture sampling instructions) */
+ /* Generate texture sampling instructions */
for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
{
const char *texture_function, *coord_mask;
@@ -6602,17 +6596,15 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
shader_addline(buffer, " discard;\n");
}
+ shader_addline(buffer, "ret = ffp_varying_diffuse;\n");
+
/* Generate the main shader */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
{
BOOL op_equal;
if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
- {
- if (!stage)
- final_combiner_src = "ffp_varying_diffuse";
break;
- }
if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
&& settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
@@ -6637,8 +6629,6 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
settings->op[stage].cop, settings->op[stage].carg0,
settings->op[stage].carg1, settings->op[stage].carg2);
- if (!stage)
- shader_addline(buffer, "ret.w = ffp_varying_diffuse.w;\n");
}
else if (op_equal)
{
@@ -6657,7 +6647,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
}
}
- shader_addline(buffer, "gl_FragData[0] = ffp_varying_specular * specular_enable + %s;\n", final_combiner_src);
+ shader_addline(buffer, "gl_FragData[0] = ffp_varying_specular * specular_enable + ret;\n");
if (settings->sRGB_write)
shader_glsl_generate_srgb_write_correction(buffer);
--
2.4.10
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