[PATCH 6/7] wined3d: Remove access to gl_info from find_ps_compile_args().

Matteo Bruni mbruni at codeweavers.com
Mon May 31 14:12:56 CDT 2021


Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
 dlls/wined3d/adapter_gl.c      | 1 +
 dlls/wined3d/glsl_shader.c     | 6 +++---
 dlls/wined3d/shader.c          | 5 ++---
 dlls/wined3d/wined3d_private.h | 3 ++-
 4 files changed, 8 insertions(+), 7 deletions(-)

diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c
index 8787324571a..f6ef04a5fbb 100644
--- a/dlls/wined3d/adapter_gl.c
+++ b/dlls/wined3d/adapter_gl.c
@@ -5115,6 +5115,7 @@ static void wined3d_adapter_gl_init_d3d_info(struct wined3d_adapter_gl *adapter_
     d3d_info->shader_color_key = !!(fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY);
     d3d_info->shader_double_precision = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_PRECISION);
     d3d_info->shader_output_interpolation = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION);
+    d3d_info->frag_coord_correction = !!gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS];
     d3d_info->viewport_array_index_any_shader = !!gl_info->supported[ARB_SHADER_VIEWPORT_LAYER_ARRAY];
     d3d_info->texture_npot = !!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO];
     d3d_info->texture_npot_conditional = gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 6a3aaabe39b..398d3f5bffa 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4038,7 +4038,7 @@ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
 {
     const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
     bool y_correction = ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
-            ? !priv->cur_ps_args->render_offscreen : false;
+            ? priv->cur_ps_args->y_correction : false;
     struct wined3d_string_buffer *buffer = ins->ctx->buffer;
     struct glsl_src_param src_param;
     const char *instruction;
@@ -7788,8 +7788,8 @@ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_
         {
             if (context_gl->c.d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
                 shader_addline(buffer, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
-                        args->render_offscreen ? "" : "origin_upper_left, ");
-            else if (!args->render_offscreen)
+                        args->y_correction ? "origin_upper_left, " : "");
+            else if (args->y_correction)
                 shader_addline(buffer, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
         }
         shader_addline(buffer, "vec4 vpos;\n");
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index ae9b21defa1..4374269b9a1 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -3952,7 +3952,6 @@ void find_gs_compile_args(const struct wined3d_state *state, const struct wined3
 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
         BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
 {
-    const struct wined3d_gl_info *gl_info = &context->device->adapter->gl_info;
     const struct wined3d_d3d_info *d3d_info = context->d3d_info;
     struct wined3d_texture *texture;
     unsigned int i;
@@ -4212,9 +4211,9 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
     if (d3d_info->emulated_flatshading)
         args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
 
-    args->render_offscreen = (shader->reg_maps.vpos && gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
+    args->y_correction = (shader->reg_maps.vpos && d3d_info->frag_coord_correction)
             || (shader->reg_maps.usesdsy && wined3d_settings.offscreen_rendering_mode != ORM_FBO)
-            ? context->render_offscreen : 1;
+            ? !context->render_offscreen : 0;
 
     for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
     {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 21f34a5895d..d5bc1e6c6c8 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -222,6 +222,7 @@ struct wined3d_d3d_info
     uint32_t shader_color_key : 1;
     uint32_t shader_double_precision : 1;
     uint32_t shader_output_interpolation : 1;
+    uint32_t frag_coord_correction : 1;
     uint32_t viewport_array_index_any_shader : 1;
     uint32_t texture_npot : 1;
     uint32_t texture_npot_conditional : 1;
@@ -1438,7 +1439,7 @@ struct ps_compile_args
     DWORD pointsprite : 1;
     DWORD flatshading : 1;
     DWORD alpha_test_func : 3;
-    DWORD render_offscreen : 1;
+    DWORD y_correction : 1;
     DWORD rt_alpha_swizzle : 8; /* WINED3D_MAX_RENDER_TARGETS, 8 */
     DWORD dual_source_blend : 1;
     DWORD padding : 17;
-- 
2.26.3




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