Stefan Dösinger : wined3d: GLSL 1. 20 includes gl_FragData[] syntax.
Alexandre Julliard
julliard at winehq.org
Mon Jun 22 09:04:12 CDT 2009
Module: wine
Branch: master
Commit: 95788401af0f299ba7189b8a3f412a74b18b0713
URL: http://source.winehq.org/git/wine.git/?a=commit;h=95788401af0f299ba7189b8a3f412a74b18b0713
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Thu Jun 18 18:17:45 2009 +0200
wined3d: GLSL 1.20 includes gl_FragData[] syntax.
This means we don't have to enable ARB_draw_buffers explicitly.
---
dlls/wined3d/glsl_shader.c | 20 +++-----------------
1 files changed, 3 insertions(+), 17 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e065296..035844a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -189,10 +189,8 @@ static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
"Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
"Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
"Fragment shader was successfully compiled to run on hardware.\n"
- "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
"Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
"Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
- "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
};
if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
@@ -1258,9 +1256,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
if (reg->idx >= GL_LIMITS(buffers))
WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers));
- if (GL_SUPPORT(ARB_DRAW_BUFFERS)) sprintf(register_name, "gl_FragData[%u]", reg->idx);
- /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
- else sprintf(register_name, "gl_FragColor");
+ sprintf(register_name, "gl_FragData[%u]", reg->idx);
break;
case WINED3DSPR_RASTOUT:
@@ -3647,9 +3643,6 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This,
shader_addline(buffer, "#version 120\n");
- if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
- shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
- }
if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
}
@@ -3676,17 +3669,10 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This,
if (reg_maps->shader_version.major < 2)
{
/* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
- if(GL_SUPPORT(ARB_DRAW_BUFFERS))
- shader_addline(buffer, "gl_FragData[0] = R0;\n");
- else
- shader_addline(buffer, "gl_FragColor = R0;\n");
+ shader_addline(buffer, "gl_FragData[0] = R0;\n");
}
- if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
- fragcolor = "gl_FragData[0]";
- } else {
- fragcolor = "gl_FragColor";
- }
+ fragcolor = "gl_FragData[0]";
if(args->srgb_correction) {
shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
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