wined3d: Fix for MacOS'es incomplete glsl uniform truth.

This commit is contained in:
Stefan Dösinger 2007-11-08 22:10:17 +01:00 committed by Alexandre Julliard
parent f79ca75d08
commit 883915fc72
1 changed files with 20 additions and 2 deletions

View File

@ -2744,6 +2744,25 @@ static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
}
}
static void fixup_extensions(WineD3D_GL_Info *gl_info) {
if(implementation_is_apple(gl_info)) {
/* MacOS advertises more GLSL vertex shader uniforms than support on hardware, and if more are
* used it falls back to software. While the compiler can detect if the shader uses all declared
* uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
* using relative addressing falls back to software.
*
* ARB vp gives the correct amount of uniforms, so use it instead of GLSL
*/
if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
} else {
TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
}
}
}
#define PUSH1(att) attribs[nAttribs++] = (att);
#define GLINFO_LOCATION (Adapters[0].gl_info)
BOOL InitAdapters(void) {
@ -2798,7 +2817,6 @@ BOOL InitAdapters(void) {
int attribute;
DISPLAY_DEVICEW DisplayDevice;
HDC hdc;
BOOL apple;
TRACE("Initializing default adapter\n");
Adapters[0].monitorPoint.x = -1;
@ -2883,7 +2901,7 @@ BOOL InitAdapters(void) {
}
WineD3D_ReleaseFakeGLContext();
apple = implementation_is_apple(&Adapters[0].gl_info);
fixup_extensions(&Adapters[0].gl_info);
select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);