From e3ebc6d9fe4a061282689de08f0783ca8c4d06c9 Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan@codeweavers.com>
Date: Fri, 11 Apr 2008 08:19:04 +0200
Subject: [PATCH] WineD3D: Use the shader backend to enable / disable atifs and nvts

The previous logic assumed that if NVTS or ATIFS are available they will
be used. This happens to be true for NVTS, but ATIFS is only used if
neither ARBFP nor GLSL are supported. This breaks fixed function
fragment processing on ATI r300 and newer cards
---
 dlls/wined3d/arb_program_shader.c  |    5 +++
 dlls/wined3d/ati_fragment_shader.c |   11 ++++++++
 dlls/wined3d/baseshader.c          |   17 ++++++++++++
 dlls/wined3d/context.c             |   50 ++++++-----------------------------
 dlls/wined3d/glsl_shader.c         |    5 +++
 dlls/wined3d/wined3d_private.h     |    1 +
 6 files changed, 48 insertions(+), 41 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 701d485..89296cf 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -2081,6 +2081,10 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info
 static void shader_arb_load_init(void) {
 }
 
+static void shader_arb_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
+    none_shader_backend.shader_fragment_enable(iface, enable);
+}
+
 const shader_backend_t arb_program_shader_backend = {
     &shader_arb_select,
     &shader_arb_select_depth_blt,
@@ -2096,5 +2100,6 @@ const shader_backend_t arb_program_shader_backend = {
     &shader_arb_generate_vshader,
     &shader_arb_get_caps,
     &shader_arb_load_init,
+    &shader_arb_fragment_enable,
     FFPStateTable
 };
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index 3c12ff6..0e0a528 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -1026,6 +1026,16 @@ static void shader_atifs_generate_vshader(IWineD3DVertexShader *iface, SHADER_BU
     arb_program_shader_backend.shader_generate_vshader(iface, buffer);
 }
 
+static void shader_atifs_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
+    if(enable) {
+        glEnable(GL_FRAGMENT_SHADER_ATI);
+        checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
+    } else {
+        glDisable(GL_FRAGMENT_SHADER_ATI);
+        checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
+    }
+}
+
 const shader_backend_t atifs_shader_backend = {
     shader_atifs_select,
     shader_atifs_select_depth_blt,
@@ -1041,5 +1051,6 @@ const shader_backend_t atifs_shader_backend = {
     shader_atifs_generate_vshader,
     shader_atifs_get_caps,
     shader_atifs_load_init,
+    shader_atifs_fragment_enable,
     ATIFSStateTable
 };
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 37ddd78..174f2ea 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -1182,6 +1182,22 @@ static void shader_none_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_inf
 #endif
 
 }
+
+static void shader_none_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
+    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
+    WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+
+    if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
+        if(enable) {
+            glEnable(GL_TEXTURE_SHADER_NV);
+            checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
+        } else {
+            glDisable(GL_TEXTURE_SHADER_NV);
+            checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
+        }
+    }
+}
+
 #undef GLINFO_LOCATION
 
 const shader_backend_t none_shader_backend = {
@@ -1199,6 +1215,7 @@ const shader_backend_t none_shader_backend = {
     &shader_none_generate_vshader,
     &shader_none_get_caps,
     &shader_none_load_init,
+    &shader_none_fragment_enable,
     FFPStateTable
 };
 
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index f8fda6e..299de8d 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -351,10 +351,9 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
     /* Set up the context defaults */
     oldCtx  = pwglGetCurrentContext();
     oldDrawable = pwglGetCurrentDC();
-    if(oldCtx && oldDrawable && GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
+    if(oldCtx && oldDrawable) {
         /* See comment in ActivateContext context switching */
-        glDisable(GL_FRAGMENT_SHADER_ATI);
-        checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
+        This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE);
     }
     if(pwglMakeCurrent(hdc, ctx) == FALSE) {
         ERR("Cannot activate context to set up defaults\n");
@@ -439,10 +438,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
     if(oldDrawable && oldCtx) {
         pwglMakeCurrent(oldDrawable, oldCtx);
     }
-    if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
-        glEnable(GL_FRAGMENT_SHADER_ATI);
-        checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
-    }
+    This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE);
 
 out:
     return ret;
@@ -687,13 +683,7 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
     checkGLcall("glViewport");
     Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
 
-    if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
-        glDisable(GL_TEXTURE_SHADER_NV);
-        checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
-    } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
-        glDisable(GL_FRAGMENT_SHADER_ATI);
-        checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
-    }
+    This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE);
 }
 
 /*****************************************************************************
@@ -941,22 +931,12 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
         else {
             TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
 
-            if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
-                /* Mesa crashes when enabling a context with GL_FRAGMENT_SHADER_ATI enabled.
-                 * Thus we disable it before deactivating any context, and re-enable it afterwards.
-                 *
-                 * This bug is filed as bug #15269 on bugs.freedesktop.org
-                 */
-                glDisable(GL_FRAGMENT_SHADER_ATI);
-                checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
-            }
-
+            This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE);
             ret = pwglMakeCurrent(context->hdc, context->glCtx);
             if(ret == FALSE) {
                 ERR("Failed to activate the new context\n");
-            } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER) && !context->last_was_blit) {
-                glEnable(GL_FRAGMENT_SHADER_ATI);
-                checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
+            } else if(!context->last_was_blit) {
+                This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE);
             }
         }
         if(This->activeContext->vshader_const_dirty) {
@@ -988,13 +968,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
 
         case CTXUSAGE_CLEAR:
             if(context->last_was_blit) {
-                if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
-                    glEnable(GL_TEXTURE_SHADER_NV);
-                    checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
-                } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
-                    glEnable(GL_FRAGMENT_SHADER_ATI);
-                    checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
-                }
+                This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE);
             }
 
             /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
@@ -1013,13 +987,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
         case CTXUSAGE_DRAWPRIM:
             /* This needs all dirty states applied */
             if(context->last_was_blit) {
-                if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
-                    glEnable(GL_TEXTURE_SHADER_NV);
-                    checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
-                } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
-                    glEnable(GL_FRAGMENT_SHADER_ATI);
-                    checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
-                }
+                This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE);
             }
 
             IWineD3DDeviceImpl_FindTexUnitMap(This);
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 1c5a97f..cc0c2e0 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3583,6 +3583,10 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_inf
 
 static void shader_glsl_load_init(void) {}
 
+static void shader_glsl_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
+    none_shader_backend.shader_fragment_enable(iface, enable);
+}
+
 const shader_backend_t glsl_shader_backend = {
     &shader_glsl_select,
     &shader_glsl_select_depth_blt,
@@ -3598,5 +3602,6 @@ const shader_backend_t glsl_shader_backend = {
     &shader_glsl_generate_vshader,
     &shader_glsl_get_caps,
     &shader_glsl_load_init,
+    &shader_glsl_fragment_enable,
     FFPStateTable
 };
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 18c7a09..8f18410 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -300,6 +300,7 @@ typedef struct {
     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
     void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
     void (*shader_dll_load_init)(void);
+    void (*shader_fragment_enable)(IWineD3DDevice *iface, BOOL enable);
     const struct StateEntry *StateTable;
 } shader_backend_t;
 
-- 
1.5.3.7

