Module: wine Branch: master Commit: e3bd5b6dcdae9018f4f148aa6c964d0bb3be21d1 URL: http://source.winehq.org/git/wine.git/?a=commit;h=e3bd5b6dcdae9018f4f148aa6c...
Author: Stefan Dösinger stefan@codeweavers.com Date: Fri Apr 11 08:19:04 2008 +0200
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 a165b9c..6bed3c5 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 cd5a11b..0d3687e 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 67baee5..6e19cae 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 92387ed..bdad91b 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;