[PATCH 1/3] wined3d: Improve invalid TEXTURETRANSFORMFLAGS handling.

Matteo Bruni mbruni at codeweavers.com
Tue Dec 27 10:28:57 CST 2011


---
 dlls/wined3d/shader.c |   37 ++++++++++++++++++++++++++++++++-----
 1 files changed, 32 insertions(+), 5 deletions(-)

diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 313ed9b..b3d2f7f 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1911,20 +1911,46 @@ void find_ps_compile_args(const struct wined3d_state *state,
         for (i = 0; i < 4; ++i)
         {
             DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
-            DWORD count, tex_transform;
+            DWORD count, tex_transform = 0;
 
             /* Filter some invalid flags */
             count = flags & ~WINED3DTTFF_PROJECTED;
-            if (count > WINED3DTTFF_COUNT4)
+            if (count > WINED3DTTFF_COUNT4 || (!(flags & WINED3DTTFF_PROJECTED) && count != 0))
             {
-                WARN("The application set an invalid TEXTURETRANSFORMFLAGS value.\n");
-                flags = count = 0;
+                WARN("The application set an invalid %#x TEXTURETRANSFORMFLAGS value.\n", flags);
+                count = 0;
             }
 
-            tex_transform = count;
             if (flags & WINED3DTTFF_PROJECTED)
             {
                 enum wined3d_sampler_texture_type sampler_type = shader->reg_maps.sampler_type[i];
+                DWORD max_valid = WINED3DTTFF_COUNT4;
+
+                if (!count)
+                    count = WINED3DTTFF_COUNT4;
+
+                if (!state->vertex_shader)
+                {
+                    unsigned int j;
+                    unsigned int index = state->texture_states[i][WINED3DTSS_TEXCOORDINDEX];
+                    for (j = 0; j < state->vertex_declaration->element_count; ++j)
+                    {
+                        struct wined3d_vertex_declaration_element *element =
+                                &state->vertex_declaration->elements[j];
+
+                        if (element->usage == WINED3DDECLUSAGE_TEXCOORD
+                                && element->usage_idx == index)
+                        {
+                            max_valid = element->format->component_count;
+                            break;
+                        }
+                    }
+                }
+
+                tex_transform = min(count, max_valid);
+                if (tex_transform != (flags & ~WINED3DTTFF_PROJECTED))
+                    WARN("Fixing up %#x projected texture transform flag to %#x.\n",
+                            flags & ~WINED3DTTFF_PROJECTED, tex_transform);
 
                 if ((sampler_type == WINED3DSTT_1D && tex_transform > WINED3DTTFF_COUNT1)
                         || (sampler_type == WINED3DSTT_2D && tex_transform > WINED3DTTFF_COUNT2)
@@ -1933,6 +1959,7 @@ void find_ps_compile_args(const struct wined3d_state *state,
                 else
                     WARN("Application requested projected texture with unsuitable texture coordinates.\n");
             }
+            tex_transform &= WINED3D_PSARGS_TEXTRANSFORM_MASK;
             args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
         }
     }
-- 
1.7.3.4




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