wined3d: Fix D3DCOLOR swizzling in shaders.
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@ -661,13 +661,31 @@ BOOL vshader_input_is_color(
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IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
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DWORD usage_token = This->semantics_in[regnum].usage;
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DWORD usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT;
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DWORD usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT;
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/* FIXME: D3D8 shader: the semantics token is not the way to
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* determine color info, since it is just a fake map to shader inputs */
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if (This->vertexDeclaration != NULL)
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IWineD3DVertexDeclarationImpl *vertexDeclaration = NULL;
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if (This->vertexDeclaration) {
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/* D3D8 declaration */
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vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->vertexDeclaration;
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} else {
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/* D3D9 declaration */
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vertexDeclaration = (IWineD3DVertexDeclarationImpl *)((IWineD3DDeviceImpl *)This->wineD3DDevice)->stateBlock->vertexDecl;
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}
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if (vertexDeclaration) {
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int i;
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/* Find the declaration element that matches our register, then check
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* if it has D3DCOLOR as it's type. This works for both d3d8 and d3d9. */
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for (i = 0; i < vertexDeclaration->declarationWNumElements-1; ++i) {
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WINED3DVERTEXELEMENT *element = vertexDeclaration->pDeclarationWine + i;
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if ((element->Usage == usage && element->UsageIndex == usage_idx)) {
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return element->Type == WINED3DDECLTYPE_D3DCOLOR;
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}
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}
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}
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ERR("Either no vertexdeclaration present, or register not matched. This should never happen.\n");
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return FALSE;
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else
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return usage == D3DDECLUSAGE_COLOR;
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}
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/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
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