Module: wine Branch: master Commit: 20e63160df1be7f43af17c251247c8412d741b1a URL: http://source.winehq.org/git/wine.git/?a=commit;h=20e63160df1be7f43af17c2512...
Author: Stefan Dösinger stefan@codeweavers.com Date: Thu Apr 3 11:41:02 2008 +0200
wined3d: Initialize some ARB shader output parameters.
---
dlls/wined3d/arb_program_shader.c | 27 +++++++++++++++++++++------ 1 files changed, 21 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 7a841cd..a8d2c70 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -1987,12 +1987,27 @@ static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFF /* We need a constant to fixup the final position */ shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
- if((GLINFO_LOCATION).set_texcoord_w) { - int i; - for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) { - if(This->baseShader.reg_maps.texcoord_mask[i] != 0 && - This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) { - shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i); + /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values + * for output parameters. D3D in theory does not do that either, but some applications depend on a + * proper initialization of the secondary color, and programs using the fixed function pipeline without + * a replacement shader depend on the texcoord.w beeing set properly. + * + * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This + * assetion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So + * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex- + * coords, we have a flag in the opengl caps. Many cards do not require the texcoord beeing set, and + * this can eat a number of instructions, so skip it unless this cap is set as well + */ + if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) { + shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n"); + + if((GLINFO_LOCATION).set_texcoord_w) { + int i; + for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) { + if(This->baseShader.reg_maps.texcoord_mask[i] != 0 && + This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) { + shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i); + } } } }