Stefan Dösinger : wined3d: Reload the first 8 constants on a 1.x and != 1.x ps switch.
Alexandre Julliard
julliard at winehq.org
Mon Jun 22 09:04:11 CDT 2009
Module: wine
Branch: master
Commit: bb8bcf5878b72e003d9eccfac384ec5b03c7ed3d
URL: http://source.winehq.org/git/wine.git/?a=commit;h=bb8bcf5878b72e003d9eccfac384ec5b03c7ed3d
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Wed Jun 17 22:55:13 2009 +0200
wined3d: Reload the first 8 constants on a 1.x and != 1.x ps switch.
ps 1.x constants are clamped to [-1;1], constants in >= 2.0 pshaders
are not. This means we have to reload constants when switching between
those shader types in ARB. In GLSL this is not a concern because
constants are tied to program objects and are reloaded on a shader
change anyway.
---
dlls/wined3d/arb_program_shader.c | 24 +++++++++++++++++++++++-
1 files changed, 23 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 324f029..32af2be 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -206,6 +206,7 @@ struct arb_pshader_private {
BOOL has_signature_idx;
DWORD input_signature_idx;
DWORD clipplane_emulation;
+ BOOL clamp_consts;
};
struct arb_vshader_private {
@@ -223,6 +224,7 @@ struct shader_arb_priv
GLuint depth_blt_fprogram_id[tex_type_count];
BOOL use_arbfp_fixed_func;
struct wine_rb_tree fragment_shaders;
+ BOOL last_ps_const_clamped;
struct wine_rb_tree signature_tree;
DWORD ps_sig_number;
@@ -3588,6 +3590,8 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
if(!shader->backend_priv) {
shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
+ shader_data = shader->backend_priv;
+ shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
}
shader_data = shader->backend_priv;
@@ -3858,6 +3862,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = This->shader_priv;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ int i;
/* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
if (usePS) {
@@ -3895,7 +3900,24 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
}
TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
- shader_arb_ps_local_constants(This);
+ /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between
+ * a 1.x and newer shader, reload the first 8 constants
+ */
+ if(priv->last_ps_const_clamped != ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts)
+ {
+ priv->last_ps_const_clamped = ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts;
+ This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8);
+ for(i = 0; i < 8; i++)
+ {
+ This->activeContext->pshader_const_dirty[i] = 1;
+ }
+ /* Also takes care of loading local constants */
+ shader_arb_load_constants(iface, TRUE, FALSE);
+ }
+ else
+ {
+ shader_arb_ps_local_constants(This);
+ }
} else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) {
/* Disable only if we're not using arbfp fixed function fragment processing. If this is used,
* keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function
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