wined3d: Use correct initial color for FFP texture blending in GLSL backend.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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2bdf470177
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@ -6023,10 +6023,7 @@ static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buf
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break;
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case WINED3DTA_CURRENT:
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if (!stage)
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ret = "ffp_varying_diffuse";
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else
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ret = "ret";
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ret = "ret";
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break;
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case WINED3DTA_TEXTURE:
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@ -6128,8 +6125,6 @@ static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, un
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switch (op)
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{
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case WINED3D_TOP_DISABLE:
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if (!stage)
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shader_addline(buffer, "%s%s = ffp_varying_diffuse%s;\n", dstreg, dstmask, dstmask);
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break;
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case WINED3D_TOP_SELECT_ARG1:
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@ -6262,7 +6257,6 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
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struct wined3d_string_buffer *buffer = &priv->shader_buffer;
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BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
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BOOL tempreg_used = FALSE, tfactor_used = FALSE;
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const char *final_combiner_src = "ret";
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UINT lowest_disabled_stage;
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GLuint shader_id;
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DWORD arg0, arg1, arg2;
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@ -6453,7 +6447,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
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if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
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shader_addline(buffer, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
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/* Generate texture sampling instructions) */
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/* Generate texture sampling instructions */
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for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
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{
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const char *texture_function, *coord_mask;
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@ -6602,17 +6596,15 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
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shader_addline(buffer, " discard;\n");
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}
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shader_addline(buffer, "ret = ffp_varying_diffuse;\n");
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/* Generate the main shader */
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for (stage = 0; stage < MAX_TEXTURES; ++stage)
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{
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BOOL op_equal;
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if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
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{
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if (!stage)
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final_combiner_src = "ffp_varying_diffuse";
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break;
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}
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if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
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&& settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
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@ -6637,8 +6629,6 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
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shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
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settings->op[stage].cop, settings->op[stage].carg0,
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settings->op[stage].carg1, settings->op[stage].carg2);
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if (!stage)
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shader_addline(buffer, "ret.w = ffp_varying_diffuse.w;\n");
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}
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else if (op_equal)
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{
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@ -6657,7 +6647,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
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}
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}
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shader_addline(buffer, "gl_FragData[0] = ffp_varying_specular * specular_enable + %s;\n", final_combiner_src);
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shader_addline(buffer, "gl_FragData[0] = ffp_varying_specular * specular_enable + ret;\n");
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if (settings->sRGB_write)
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shader_glsl_generate_srgb_write_correction(buffer);
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