On 20 July 2016 at 00:33, Matteo Bruni mbruni@codeweavers.com wrote:
@@ -5848,7 +5850,7 @@ static void wined3d_adapter_init_ffp_attrib_ops(struct wined3d_adapter *adapter) ops->generic[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2fv; ops->generic[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib3fv; ops->generic[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4fv;
- if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
- if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]) ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] = generic_d3dcolor; else ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] =
This looks wrong. When ARB_vertex_array_bgra is not supported, shaders swizzle the corresponding input registers (see also shader_glsl_swizzle_to_str() and shader_arb_get_swizzle()), so the attribute upload code shouldn't.