[PATCH 07/12] wined3d: Invalidate the FFP vertex shader when diffuse/specular attribute presence changes.
Henri Verbeet
hverbeet at codeweavers.com
Sat Aug 4 17:17:51 CDT 2018
Debugged by Andy Clayton.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 12 +++++++++++-
dlls/wined3d/wined3d_private.h | 6 ++++--
2 files changed, 15 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0c73aba8111..d38ba2bcf06 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -11692,6 +11692,8 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
+ BOOL specular = !!(context->stream_info.use_map & (1u << WINED3D_FFP_SPECULAR));
+ BOOL diffuse = !!(context->stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE));
BOOL normal = !!(context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL));
const BOOL legacy_clip_planes = needs_legacy_glsl_syntax(gl_info);
BOOL transformed = context->stream_info.position_transformed;
@@ -11724,8 +11726,14 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
/* Because of settings->texcoords, we have to regenerate the vertex
* shader on a vdecl change if there aren't enough varyings to just
- * always output all the texture coordinates. */
+ * always output all the texture coordinates.
+ *
+ * Likewise, we have to invalidate the shader when using per-vertex
+ * colours and diffuse/specular attribute presence changes, or when
+ * normal presence changes. */
if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
+ || (state->render_states[WINED3D_RS_COLORVERTEX]
+ && (diffuse != context->last_was_diffuse || specular != context->last_was_specular))
|| normal != context->last_was_normal)
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
@@ -11748,6 +11756,8 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
}
context->last_was_vshader = use_vs(state);
+ context->last_was_diffuse = diffuse;
+ context->last_was_specular = specular;
context->last_was_normal = normal;
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 25f7cb2416e..39bb06ad265 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1879,6 +1879,8 @@ struct wined3d_context
DWORD last_swizzle_map : 16; /* MAX_ATTRIBS, 16 */
DWORD last_was_pshader : 1;
DWORD last_was_vshader : 1;
+ DWORD last_was_diffuse : 1;
+ DWORD last_was_specular : 1;
DWORD last_was_normal : 1;
DWORD namedArraysLoaded : 1;
DWORD last_was_ffp_blit : 1;
@@ -1886,7 +1888,6 @@ struct wined3d_context
DWORD last_was_ckey : 1;
DWORD fog_coord : 1;
DWORD fog_enabled : 1;
- DWORD num_untracked_materials : 2; /* Max value 2 */
DWORD current : 1;
DWORD destroyed : 1;
DWORD valid : 1;
@@ -1911,7 +1912,8 @@ struct wined3d_context
DWORD transform_feedback_paused : 1;
DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */
DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
- DWORD padding : 9;
+ DWORD num_untracked_materials : 2; /* Max value 2 */
+ DWORD padding : 7;
DWORD constant_update_mask;
DWORD numbered_array_mask;
--
2.11.0
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