wined3d: Invalidate the FFP vertex shader when diffuse/specular attribute presence changes.
Debugged by Andy Clayton. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -11692,6 +11692,8 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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BOOL specular = !!(context->stream_info.use_map & (1u << WINED3D_FFP_SPECULAR));
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BOOL diffuse = !!(context->stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE));
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BOOL normal = !!(context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL));
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const BOOL legacy_clip_planes = needs_legacy_glsl_syntax(gl_info);
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BOOL transformed = context->stream_info.position_transformed;
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@ -11724,8 +11726,14 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
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/* Because of settings->texcoords, we have to regenerate the vertex
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* shader on a vdecl change if there aren't enough varyings to just
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* always output all the texture coordinates. */
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* always output all the texture coordinates.
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*
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* Likewise, we have to invalidate the shader when using per-vertex
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* colours and diffuse/specular attribute presence changes, or when
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* normal presence changes. */
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if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
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|| (state->render_states[WINED3D_RS_COLORVERTEX]
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&& (diffuse != context->last_was_diffuse || specular != context->last_was_specular))
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|| normal != context->last_was_normal)
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context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
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@ -11748,6 +11756,8 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
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}
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context->last_was_vshader = use_vs(state);
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context->last_was_diffuse = diffuse;
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context->last_was_specular = specular;
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context->last_was_normal = normal;
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}
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@ -1879,6 +1879,8 @@ struct wined3d_context
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DWORD last_swizzle_map : 16; /* MAX_ATTRIBS, 16 */
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DWORD last_was_pshader : 1;
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DWORD last_was_vshader : 1;
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DWORD last_was_diffuse : 1;
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DWORD last_was_specular : 1;
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DWORD last_was_normal : 1;
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DWORD namedArraysLoaded : 1;
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DWORD last_was_ffp_blit : 1;
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@ -1886,7 +1888,6 @@ struct wined3d_context
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DWORD last_was_ckey : 1;
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DWORD fog_coord : 1;
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DWORD fog_enabled : 1;
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DWORD num_untracked_materials : 2; /* Max value 2 */
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DWORD current : 1;
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DWORD destroyed : 1;
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DWORD valid : 1;
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@ -1911,7 +1912,8 @@ struct wined3d_context
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DWORD transform_feedback_paused : 1;
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DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */
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DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
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DWORD padding : 9;
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DWORD num_untracked_materials : 2; /* Max value 2 */
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DWORD padding : 7;
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DWORD constant_update_mask;
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DWORD numbered_array_mask;
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