Module: wine Branch: master Commit: 66d453ce5c77fe1bfa044f65c5f956a0d4cdd0ba URL: http://source.winehq.org/git/wine.git/?a=commit;h=66d453ce5c77fe1bfa044f65c5...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Mon Dec 5 22:06:53 2011 +0100
wined3d: Don't declare more varyings than required by the shader model.
---
dlls/wined3d/glsl_shader.c | 16 ++++++++-------- 1 files changed, 8 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index b746139..47d2e66 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1129,16 +1129,15 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont */ if (pshader && reg_maps->shader_version.major >= 3) { + UINT in_count = min(vec4_varyings(reg_maps->shader_version.major, gl_info), shader->limits.packed_input); + if (use_vs(state)) - { - shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info)); - } else { + shader_addline(buffer, "varying vec4 IN[%u];\n", in_count); + else /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed. * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the - * pixel shader that reads the fixed function color into the packed input registers. - */ - shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info)); - } + * pixel shader that reads the fixed function color into the packed input registers. */ + shader_addline(buffer, "vec4 IN[%u];\n", in_count); }
/* Declare output register temporaries */ @@ -3916,8 +3915,9 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer } else { + UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input); /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */ - shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info)); + shader_addline(buffer, "varying vec4 IN[%u];\n", in_count); shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
/* First, sort out position and point size. Those are not passed to the pixel shader */