=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Add new registry setting to select shader backend.
Alexandre Julliard
julliard at winehq.org
Mon Feb 25 15:10:34 CST 2019
Module: wine
Branch: master
Commit: 27399aa665005da65ec820682409009d70327746
URL: https://source.winehq.org/git/wine.git/?a=commit;h=27399aa665005da65ec820682409009d70327746
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Mon Feb 25 13:24:13 2019 +0100
wined3d: Add new registry setting to select shader backend.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/adapter_gl.c | 16 +++++++++++-----
dlls/wined3d/wined3d_main.c | 31 +++++++++++++++++++++++++------
dlls/wined3d/wined3d_private.h | 10 +++++++++-
3 files changed, 45 insertions(+), 12 deletions(-)
diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c
index acfed24..803ebda 100644
--- a/dlls/wined3d/adapter_gl.c
+++ b/dlls/wined3d/adapter_gl.c
@@ -1983,22 +1983,28 @@ static const struct fragment_pipeline *select_fragment_implementation(const stru
static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
{
- BOOL glsl = wined3d_settings.use_glsl && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
- if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && !wined3d_settings.use_glsl)
+ BOOL glsl = wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_AUTO
+ || wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_GLSL;
+ BOOL arb = wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_AUTO
+ || wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_ARB;
+
+ if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && !glsl)
{
- ERR_(winediag)("Ignoring the UseGLSL registry key. "
+ ERR_(winediag)("Ignoring the shader backend registry key. "
"GLSL is the only shader backend available on core profile contexts. "
"You need to explicitly set GL version to use legacy contexts.\n");
glsl = TRUE;
}
+ glsl = glsl && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
+
if (glsl && gl_info->supported[ARB_VERTEX_SHADER] && gl_info->supported[ARB_FRAGMENT_SHADER])
return &glsl_shader_backend;
- if (gl_info->supported[ARB_VERTEX_PROGRAM] && gl_info->supported[ARB_FRAGMENT_PROGRAM])
+ if (arb && gl_info->supported[ARB_VERTEX_PROGRAM] && gl_info->supported[ARB_FRAGMENT_PROGRAM])
return &arb_program_shader_backend;
if (glsl && (gl_info->supported[ARB_VERTEX_SHADER] || gl_info->supported[ARB_FRAGMENT_SHADER]))
return &glsl_shader_backend;
- if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_FRAGMENT_PROGRAM])
+ if (arb && (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_FRAGMENT_PROGRAM]))
return &arb_program_shader_backend;
return &none_shader_backend;
}
diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c
index ca83d0a..1b64d2c 100644
--- a/dlls/wined3d/wined3d_main.c
+++ b/dlls/wined3d/wined3d_main.c
@@ -74,7 +74,6 @@ struct wined3d_settings wined3d_settings =
{
TRUE, /* Multithreaded CS by default. */
MAKEDWORD_VERSION(4, 4), /* Default to OpenGL 4.4 */
- TRUE, /* Use of GLSL enabled by default */
ORM_FBO, /* Use FBOs to do offscreen rendering */
PCI_VENDOR_NONE,/* PCI Vendor ID */
PCI_DEVICE_NONE,/* PCI Device ID */
@@ -90,6 +89,7 @@ struct wined3d_settings wined3d_settings =
~0U, /* No PS shader model limit by default. */
~0u, /* No CS shader model limit by default. */
FALSE, /* 3D support enabled by default. */
+ WINED3D_SHADER_BACKEND_AUTO,
};
struct wined3d * CDECL wined3d_create(DWORD flags)
@@ -218,14 +218,33 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
tmpvalue >> 16, tmpvalue & 0xffff);
wined3d_settings.max_gl_version = tmpvalue;
}
- if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) )
+ if (!get_config_key(hkey, appkey, "ShaderBackend", buffer, size))
{
- if (!strcmp(buffer,"disabled"))
+ if (!strcasecmp(buffer, "glsl"))
{
- ERR_(winediag)("The GLSL shader backend has been disabled. You get to keep all the pieces if it breaks.\n");
- TRACE("Use of GL Shading Language disabled.\n");
- wined3d_settings.use_glsl = FALSE;
+ ERR_(winediag)("Using the GLSL shader backend.\n");
+ wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_GLSL;
}
+ else if (!strcasecmp(buffer, "arb"))
+ {
+ ERR_(winediag)("Using the ARB shader backend.\n");
+ wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_ARB;
+ }
+ else if (!strcasecmp(buffer, "none"))
+ {
+ ERR_(winediag)("Disabling shader backends.\n");
+ wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_NONE;
+ }
+ }
+ else if (!get_config_key(hkey, appkey, "UseGLSL", buffer, size) && !strcmp(buffer, "disabled"))
+ {
+ wined3d_settings.shader_backend = WINED3D_SHADER_BACKEND_ARB;
+ }
+ if (wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_ARB
+ || wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_NONE)
+ {
+ ERR_(winediag)("The GLSL shader backend has been disabled. You get to keep all the pieces if it breaks.\n");
+ TRACE("Use of GL Shading Language disabled.\n");
}
if (!get_config_key(hkey, appkey, "OffscreenRenderingMode", buffer, size)
&& !strcmp(buffer,"backbuffer"))
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index cd49789..b3f3847 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -375,13 +375,20 @@ static inline void wined3d_pause(void)
#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
+enum wined3d_shader_backend
+{
+ WINED3D_SHADER_BACKEND_AUTO,
+ WINED3D_SHADER_BACKEND_GLSL,
+ WINED3D_SHADER_BACKEND_ARB,
+ WINED3D_SHADER_BACKEND_NONE,
+};
+
/* NOTE: When adding fields to this structure, make sure to update the default
* values in wined3d_main.c as well. */
struct wined3d_settings
{
unsigned int cs_multithreaded;
DWORD max_gl_version;
- BOOL use_glsl;
int offscreen_rendering_mode;
unsigned short pci_vendor_id;
unsigned short pci_device_id;
@@ -398,6 +405,7 @@ struct wined3d_settings
unsigned int max_sm_ps;
unsigned int max_sm_cs;
BOOL no_3d;
+ enum wined3d_shader_backend shader_backend;
};
extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
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