wined3d: Clip planes with vertex shaders.
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409aa73132
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@ -388,6 +388,22 @@ static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
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DWORD enable = 0xFFFFFFFF;
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DWORD disable = 0x00000000;
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if(stateblock->vertexShader) {
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/* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
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* so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
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* contitions I got sick of tracking down. The shader state handler disables all clip planes because
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* of that - don't do anything here and keep them disabled
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*/
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if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
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static BOOL warned = FALSE;
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if(!warned) {
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FIXME("Clipping not supported with vertex shaders\n");
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warned = TRUE;
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}
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}
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return;
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}
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/* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
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* of already set values
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*/
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@ -2924,11 +2940,32 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
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state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
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}
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if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
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state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
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}
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} else {
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/* We compile the shader here because we need the vertex declaration
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* in order to determine if we need to do any swizzling for D3DCOLOR
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* registers. If the shader is already compiled this call will do nothing. */
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IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
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if(!context->last_was_vshader) {
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int i;
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static BOOL warned = FALSE;
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/* Disable all clip planes to get defined results on all drivers. See comment in the
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* state_clipping state handler
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*/
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for(i = 0; i < GL_LIMITS(clipplanes); i++) {
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glDisable(GL_CLIP_PLANE0 + i);
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checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
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}
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if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
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FIXME("Clipping not supported with vertex shaders\n");
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warned = TRUE;
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}
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}
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}
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/* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
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