[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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