Module: wine Branch: master Commit: bb8bcf5878b72e003d9eccfac384ec5b03c7ed3d URL: http://source.winehq.org/git/wine.git/?a=commit;h=bb8bcf5878b72e003d9eccfac3...
Author: Stefan Dösinger stefan@codeweavers.com Date: Wed Jun 17 22:55:13 2009 +0200
wined3d: Reload the first 8 constants on a 1.x and != 1.x ps switch.
ps 1.x constants are clamped to [-1;1], constants in >= 2.0 pshaders are not. This means we have to reload constants when switching between those shader types in ARB. In GLSL this is not a concern because constants are tied to program objects and are reloaded on a shader change anyway.
---
dlls/wined3d/arb_program_shader.c | 24 +++++++++++++++++++++++- 1 files changed, 23 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 324f029..32af2be 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -206,6 +206,7 @@ struct arb_pshader_private { BOOL has_signature_idx; DWORD input_signature_idx; DWORD clipplane_emulation; + BOOL clamp_consts; };
struct arb_vshader_private { @@ -223,6 +224,7 @@ struct shader_arb_priv GLuint depth_blt_fprogram_id[tex_type_count]; BOOL use_arbfp_fixed_func; struct wine_rb_tree fragment_shaders; + BOOL last_ps_const_clamped;
struct wine_rb_tree signature_tree; DWORD ps_sig_number; @@ -3588,6 +3590,8 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
if(!shader->backend_priv) { shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data)); + shader_data = shader->backend_priv; + shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1; } shader_data = shader->backend_priv;
@@ -3858,6 +3862,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_arb_priv *priv = This->shader_priv; const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; + int i;
/* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */ if (usePS) { @@ -3895,7 +3900,24 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { } TRACE("(%p) : Bound fragment program %u and enabled GL_FRAGMENT_PROGRAM_ARB\n", This, priv->current_fprogram_id);
- shader_arb_ps_local_constants(This); + /* Pixel Shader 1.x constants are clamped to [-1;1], Pixel Shader 2.0 constants are not. If switching between + * a 1.x and newer shader, reload the first 8 constants + */ + if(priv->last_ps_const_clamped != ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts) + { + priv->last_ps_const_clamped = ((struct arb_pshader_private *) ps->backend_priv)->clamp_consts; + This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, 8); + for(i = 0; i < 8; i++) + { + This->activeContext->pshader_const_dirty[i] = 1; + } + /* Also takes care of loading local constants */ + shader_arb_load_constants(iface, TRUE, FALSE); + } + else + { + shader_arb_ps_local_constants(This); + } } else if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && !priv->use_arbfp_fixed_func) { /* Disable only if we're not using arbfp fixed function fragment processing. If this is used, * keep GL_FRAGMENT_PROGRAM_ARB enabled, and the fixed function pipeline will bind the fixed function