[Bug 45468] Phase Shift: tails on sustain notes not visible unless GLSL is disabled

wine-bugs at winehq.org wine-bugs at winehq.org
Fri Jul 20 01:39:49 CDT 2018


https://bugs.winehq.org/show_bug.cgi?id=45468

--- Comment #8 from Henri Verbeet <hverbeet at gmail.com> ---
(In reply to Andy Clayton from comment #7)
> Do you think somehow WINED3D_RS_DIFFUSEMATERIALSOURCE = WINED3D_MCS_COLOR1
> could be getting ignored? In the logs I see DIFFUSEMATERIALSOURCE set to
> COLOR1:
> 
That sounds plausible, but the question would be why.

> Based on shader_glsl_ffp_mcs() it seems like if WINED3D_MCS_COLOR1 is
> applied then the GLSL vertex shader would be
> 
> 	ffp_varying_diffuse.xyz = ffp_material.ambient.xyz * ambient +
> ffp_attrib_diffuse.xyz * diffuse + ffp_material.emissive.xyz;
> 	ffp_varying_diffuse.w = ffp_attrib_diffuse.w;
> 
> rather than the WINED3D_MCS_MATERIAL/ffp_material.diffuse variant being used.
>
Right.

> passed. I did a little looking at the condition in
> wined3d_ffp_get_vs_settings(), but I do see a trace from
> wined3d_stream_info_from_declaration() which seems to say that the use_map
> flag FFP_DIFFUSE = 5 is getting flipped:
> 
What does wined3d_ffp_get_vs_settings() end up setting
"settings->diffuse_source" to? Is that value used correctly by
shader_glsl_generate_ffp_vertex_shader()?

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