wined3d: Initialize some ARB shader output parameters.

This commit is contained in:
Stefan Dösinger 2008-04-03 11:41:02 +02:00 committed by Alexandre Julliard
parent 70a6495a31
commit 20e63160df
1 changed files with 21 additions and 6 deletions

View File

@ -1987,6 +1987,20 @@ 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);
/* 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++) {
@ -1996,6 +2010,7 @@ static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFF
}
}
}
}
/* Base Shader Body */
shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);