wined3d: GLSL 1.20 includes gl_FragData[] syntax.
This means we don't have to enable ARB_draw_buffers explicitly.
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@ -189,10 +189,8 @@ static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
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"Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
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"Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
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"Fragment shader was successfully compiled to run on hardware.\n"
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"WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
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"Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
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"Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
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"WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
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};
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if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
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@ -1258,9 +1256,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
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if (reg->idx >= GL_LIMITS(buffers))
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WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers));
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if (GL_SUPPORT(ARB_DRAW_BUFFERS)) sprintf(register_name, "gl_FragData[%u]", reg->idx);
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/* On older cards with GLSL support like the GeforceFX there's only one buffer. */
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else sprintf(register_name, "gl_FragColor");
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sprintf(register_name, "gl_FragData[%u]", reg->idx);
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break;
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case WINED3DSPR_RASTOUT:
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@ -3647,9 +3643,6 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This,
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shader_addline(buffer, "#version 120\n");
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if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
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shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
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}
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if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
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shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
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}
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@ -3676,17 +3669,10 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This,
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if (reg_maps->shader_version.major < 2)
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{
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/* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
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if(GL_SUPPORT(ARB_DRAW_BUFFERS))
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shader_addline(buffer, "gl_FragData[0] = R0;\n");
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else
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shader_addline(buffer, "gl_FragColor = R0;\n");
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}
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if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
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fragcolor = "gl_FragData[0]";
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} else {
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fragcolor = "gl_FragColor";
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}
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if(args->srgb_correction) {
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shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
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fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
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