[PATCH 4/5] wined3d: Disable ARB_point_sprite on core profile contexts.
Matteo Bruni
mbruni at codeweavers.com
Mon Mar 28 16:03:30 CDT 2016
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/wined3d/directx.c | 5 +++++
dlls/wined3d/glsl_shader.c | 13 ++++++++++++-
2 files changed, 17 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index f14eaaf..c666065 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3611,6 +3611,11 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter, DWORD
if (gl_version >= MAKEDWORD_VERSION(4, 3))
gl_info->supported[WINED3D_GL_VERSION_4_3] = TRUE;
+ /* All the points are actually point sprites in core contexts, the APIs from
+ * ARB_point_sprite are not supported anymore. */
+ if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
+ gl_info->supported[ARB_POINT_SPRITE] = FALSE;
+
if (gl_info->supported[APPLE_FENCE])
{
/* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 2dd7b29..945714e 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -8554,6 +8554,15 @@ static void glsl_vertex_pipe_pointscale(struct wined3d_context *context,
context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
}
+static void glsl_vertex_pointsprite_core(struct wined3d_context *context,
+ const struct wined3d_state *state, DWORD state_id)
+{
+ static unsigned int once;
+
+ if (state->gl_primitive_type == GL_POINTS && !state->render_states[WINED3D_RS_POINTSPRITEENABLE] && !once++)
+ FIXME("Non-point sprite points not supported in core profile.\n");
+}
+
static void glsl_vertex_pipe_shademode(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
@@ -8662,7 +8671,8 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
{STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), glsl_vertex_pipe_pointsize}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
- {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_LEGACY_CONTEXT },
+ {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_vertex_pointsprite_core}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), glsl_vertex_pipe_pointscale}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
@@ -9028,6 +9038,7 @@ static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
{STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, ARB_POINT_SPRITE },
+ {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, WINED3D_GL_VERSION_2_0},
{STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
--
2.7.3
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