wined3d: Update vertex shader when the swizzle map changes.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2016-07-20 00:33:25 +02:00 committed by Alexandre Julliard
parent f5929a9cf9
commit 8d6ea0ea02
3 changed files with 10 additions and 1 deletions

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@ -8972,9 +8972,12 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
/* If the vertex declaration contains a transformed position attribute,
* the draw uses the fixed function vertex pipeline regardless of any
* vertex shader set by the application. */
if (transformed != wasrhw)
if (transformed != wasrhw
|| context->stream_info.swizzle_map != context->last_swizzle_map)
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
context->last_swizzle_map = context->stream_info.swizzle_map;
if (!use_vs(state))
{
if (context->last_was_vshader)

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@ -4451,6 +4451,11 @@ static void vertexdeclaration(struct wined3d_context *context, const struct wine
context->last_was_rhw = transformed;
if (context->stream_info.swizzle_map != context->last_swizzle_map)
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
context->last_swizzle_map = context->stream_info.swizzle_map;
/* Don't have to apply the matrices when vertex shaders are used. When
* vshaders are turned off this function will be called again anyway to
* make sure they're properly set. */

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@ -1462,6 +1462,7 @@ struct wined3d_context
DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
DWORD update_shader_resource_bindings : 1;
DWORD padding : 14;
DWORD last_swizzle_map; /* MAX_ATTRIBS, 16 */
DWORD shader_update_mask;
DWORD constant_update_mask;
DWORD numbered_array_mask;