[PATCH 5/5] wined3d: Invalidate shaders when interpolation qualifiers might change.
Józef Kucia
joseph.kucia at gmail.com
Mon Jun 4 14:11:52 CDT 2018
On Mon, Jun 4, 2018 at 8:32 PM, Matteo Bruni <mbruni at codeweavers.com> wrote:
> Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
> ---
> dlls/wined3d/cs.c | 11 +++++++++++
> 1 file changed, 11 insertions(+)
>
> diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
> index 3f1ca8ce658..e5ae7f478f8 100644
> --- a/dlls/wined3d/cs.c
> +++ b/dlls/wined3d/cs.c
> @@ -1444,10 +1444,21 @@ void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type
>
> static void wined3d_cs_exec_set_shader(struct wined3d_cs *cs, const void *data)
> {
> + const struct wined3d_gl_info *gl_info = &cs->device->adapter->gl_info;
> const struct wined3d_cs_set_shader *op = data;
>
> cs->state.shader[op->type] = op->shader;
> device_invalidate_state(cs->device, STATE_SHADER(op->type));
> + if (needs_interpolation_qualifiers_for_shader_outputs(gl_info) && op->type == WINED3D_SHADER_TYPE_PIXEL
> + && op->shader && op->shader->reg_maps.shader_version.major >= 4)
> + {
> + if (cs->state.shader[WINED3D_SHADER_TYPE_GEOMETRY])
> + device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY));
> + else if (cs->state.shader[WINED3D_SHADER_TYPE_DOMAIN])
> + device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN));
> + else if (cs->state.shader[WINED3D_SHADER_TYPE_VERTEX])
> + device_invalidate_state(cs->device, STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX));
> + }
> if (op->type != WINED3D_SHADER_TYPE_COMPUTE)
> device_invalidate_state(cs->device, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
> else
> --
> 2.16.1
>
>
>
Is this really needed? See glsl_vertex_pipe_pixel_shader().
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