H. Verbeet : wined3d: Fix D3DCOLOR swizzling in shaders.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Aug 7 07:13:04 CDT 2006
Module: wine
Branch: refs/heads/master
Commit: 219ca7c2a0adbe36fdcbe294aab1298d63e9ae9d
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=219ca7c2a0adbe36fdcbe294aab1298d63e9ae9d
Author: H. Verbeet <hverbeet at gmail.com>
Date: Sat Aug 5 18:15:42 2006 +0200
wined3d: Fix D3DCOLOR swizzling in shaders.
---
dlls/wined3d/vertexshader.c | 30 ++++++++++++++++++++++++------
1 files changed, 24 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index e837772..3427dff 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -661,13 +661,31 @@ BOOL vshader_input_is_color(
IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
DWORD usage_token = This->semantics_in[regnum].usage;
DWORD usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
+ DWORD usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
- /* FIXME: D3D8 shader: the semantics token is not the way to
- * determine color info, since it is just a fake map to shader inputs */
- if (This->vertexDeclaration != NULL)
- return FALSE;
- else
- return usage == D3DDECLUSAGE_COLOR;
+ IWineD3DVertexDeclarationImpl *vertexDeclaration = NULL;
+ if (This->vertexDeclaration) {
+ /* D3D8 declaration */
+ vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->vertexDeclaration;
+ } else {
+ /* D3D9 declaration */
+ vertexDeclaration = (IWineD3DVertexDeclarationImpl *)((IWineD3DDeviceImpl *)This->wineD3DDevice)->stateBlock->vertexDecl;
+ }
+
+ if (vertexDeclaration) {
+ int i;
+ /* Find the declaration element that matches our register, then check
+ * if it has D3DCOLOR as it's type. This works for both d3d8 and d3d9. */
+ for (i = 0; i < vertexDeclaration->declarationWNumElements-1; ++i) {
+ WINED3DVERTEXELEMENT *element = vertexDeclaration->pDeclarationWine + i;
+ if ((element->Usage == usage && element->UsageIndex == usage_idx)) {
+ return element->Type == WINED3DDECLTYPE_D3DCOLOR;
+ }
+ }
+ }
+
+ ERR("Either no vertexdeclaration present, or register not matched. This should never happen.\n");
+ return FALSE;
}
/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
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