[PATCH 1/7] wined3d: Do not compute color/NP2 fixup PS compile arguments for SM4+.
Józef Kucia
jkucia at codeweavers.com
Fri Mar 24 11:14:42 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/shader.c | 55 +++++++++++++++++++++++++++++----------------------
1 file changed, 31 insertions(+), 24 deletions(-)
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 020e943..7ba6993 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -3414,10 +3414,10 @@ void find_gs_compile_args(const struct wined3d_state *state, const struct wined3
void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
{
- const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_texture *texture;
- UINT i;
+ unsigned int i;
memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb))
@@ -3520,34 +3520,41 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
}
}
- for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+ if (shader->reg_maps.shader_version.major >= 4)
{
- if (!shader->reg_maps.resource_info[i].type)
- continue;
-
- texture = state->textures[i];
- if (!texture)
- {
- args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
- continue;
- }
- if (can_use_texture_swizzle(gl_info, texture->resource.format))
+ /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
+ args->shadow = 0;
+ for (i = 0 ; i < MAX_FRAGMENT_SAMPLERS; ++i)
args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
- else
- args->color_fixup[i] = texture->resource.format->color_fixup;
+ args->np2_fixup = 0;
+ }
+ else
+ {
+ for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
+ {
+ if (!shader->reg_maps.resource_info[i].type)
+ continue;
+
+ texture = state->textures[i];
+ if (!texture)
+ {
+ args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
+ continue;
+ }
+ if (can_use_texture_swizzle(gl_info, texture->resource.format))
+ args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
+ else
+ args->color_fixup[i] = texture->resource.format->color_fixup;
- if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
- args->shadow |= 1u << i;
+ if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
+ args->shadow |= 1u << i;
- /* Flag samplers that need NP2 texcoord fixup. */
- if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
- args->np2_fixup |= (1u << i);
+ /* Flag samplers that need NP2 texcoord fixup. */
+ if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
+ args->np2_fixup |= (1u << i);
+ }
}
- /* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
- if (shader->reg_maps.shader_version.major >= 4)
- args->shadow = 0;
-
if (shader->reg_maps.shader_version.major >= 3)
{
if (position_transformed)
--
2.10.2
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