wined3d: Reserve two varyings for ATI DX10 cards

Robert Key hpestilence at gmail.com
Mon Jun 15 13:20:24 CDT 2009


On Monday 15 June 2009 14:01:33 Henri Verbeet wrote:
> 2009/6/15 Robert Key <hpestilence at gmail.com>:
> > Changelog:
> > * This reserves 2 varyings for gl_FrontColor and 
gl_FrontSecondaryColor
> >   for ATI DX10 cards. This should fix bug #17437 once the new 
fglrx
> >   drivers get released this week.
>
> That doesn't look quite right. gl_FrontColor and
> gl_FrontSecondaryColor should only be used as a fallback when 
we're
> already out of regular varyings to use. What does the shader that
> triggers this look like?

This is what it looks like fixed, before it was doing IN[15] + 
gl_FrontColor + gl_FrontSecondaryColor.
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trace:d3d_shader:shader_vaddline GL HW (2, 13) : varying vec4 IN[13];
trace:d3d_shader:shader_vaddline GL HW (3, 34) : void order_ps_input(in vec4 OUT[12]) {
trace:d3d_shader:shader_vaddline GL HW (4, 73) : gl_Position.xyzw = OUT[0].xyzw;
trace:d3d_shader:shader_vaddline GL HW (5, 105) : IN[0].xyzw = OUT[1].xyzw;
trace:d3d_shader:shader_vaddline GL HW (6, 131) : IN[1].xyzw = OUT[2].xyzw;
trace:d3d_shader:shader_vaddline GL HW (7, 157) : IN[2].xyzw = OUT[3].xyzw;
trace:d3d_shader:shader_vaddline GL HW (8, 183) : IN[3].xyzw = OUT[4].xyzw;
trace:d3d_shader:shader_vaddline GL HW (9, 209) : IN[4].xyzw = OUT[5].xyzw;
trace:d3d_shader:shader_vaddline GL HW (10, 235) : IN[5].xyzw = OUT[6].xyzw;
trace:d3d_shader:shader_vaddline GL HW (11, 261) : IN[6].xyzw = OUT[7].xyzw;
trace:d3d_shader:shader_vaddline GL HW (12, 287) : IN[7].xyzw = OUT[8].xyzw;
trace:d3d_shader:shader_vaddline GL HW (13, 313) : IN[8].xyzw = vec4(0.0);
trace:d3d_shader:shader_vaddline GL HW (14, 337) : IN[9].xyzw = vec4(0.0);
trace:d3d_shader:shader_vaddline GL HW (15, 361) : IN[10].xyzw = vec4(0.0);
trace:d3d_shader:shader_vaddline GL HW (16, 386) : IN[11].xyzw = vec4(0.0);
trace:d3d_shader:shader_vaddline GL HW (17, 411) : IN[12].xyzw = vec4(0.0);
trace:d3d_shader:shader_vaddline GL HW (18, 436) : gl_FrontColor.xyzw = vec4(0.0);
trace:d3d_shader:shader_vaddline GL HW (19, 468) : gl_FrontSecondaryColor.xyzw = vec4(0.0);
trace:d3d_shader:shader_vaddline GL HW (20, 509) : }


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