[PATCH 2/5] wined3d: Explicitly bind frag data location for fragment shader outputs.

Józef Kucia jkucia at codeweavers.com
Wed Apr 12 05:42:27 CDT 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---

It's unsafe to use user-defined outputs without explicit locations. The GL spec
doesn't say how the automatic frag data location assignment works. AFAIK, the
automatic frag data location assignment can be completely arbitrary.

---
 dlls/wined3d/directx.c     | 2 ++
 dlls/wined3d/glsl_shader.c | 8 +++++++-
 2 files changed, 9 insertions(+), 1 deletion(-)

diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 0aaa35e9..319805b 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -3172,6 +3172,7 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
     USE_GL_FUNC(glBeginTransformFeedback)   /* OpenGL 3.0 */
     USE_GL_FUNC(glBindAttribLocation)       /* OpenGL 2.0 */
     USE_GL_FUNC(glBindBuffer)               /* OpenGL 1.5 */
+    USE_GL_FUNC(glBindFragDataLocation)     /* OpenGL 3.0 */
     USE_GL_FUNC(glBindVertexArray)          /* OpenGL 3.0 */
     USE_GL_FUNC(glBlendColor)               /* OpenGL 1.4 */
     USE_GL_FUNC(glBlendEquation)            /* OpenGL 1.4 */
@@ -3305,6 +3306,7 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
     MAP_GL_FUNCTION(glBeginQuery, glBeginQueryARB);
     MAP_GL_FUNCTION(glBindAttribLocation, glBindAttribLocationARB);
     MAP_GL_FUNCTION(glBindBuffer, glBindBufferARB);
+    MAP_GL_FUNCTION(glBindFragDataLocation, glBindFragDataLocationEXT);
     MAP_GL_FUNCTION(glBlendColor, glBlendColorEXT);
     MAP_GL_FUNCTION(glBlendEquation, glBlendEquationEXT);
     MAP_GL_FUNCTION(glBlendEquationSeparate, glBlendEquationSeparateEXT);
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 1631768..2eba072 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -9254,7 +9254,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
     {
         /* Bind vertex attributes to a corresponding index number to match
          * the same index numbers as ARB_vertex_programs (makes loading
-         * vertex attributes simpler).  With this method, we can use the
+         * vertex attributes simpler). With this method, we can use the
          * exact same code to load the attributes later for both ARB and
          * GLSL shaders.
          *
@@ -9279,6 +9279,12 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
         }
         checkGLcall("glBindAttribLocation");
         string_buffer_release(&priv->string_buffers, tmp_name);
+
+        if (!needs_legacy_glsl_syntax(gl_info))
+        {
+            GL_EXTCALL(glBindFragDataLocation(program_id, 0, "ps_out"));
+            checkGLcall("glBindFragDataLocation");
+        }
     }
 
     if (gshader)
-- 
2.10.2




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