wined3d: Do not compute color/NP2 fixup PS compile arguments for SM4+.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3414,10 +3414,10 @@ void find_gs_compile_args(const struct wined3d_state *state, const struct wined3
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void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
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BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_texture *texture;
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UINT i;
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unsigned int i;
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memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
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if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb))
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@ -3520,33 +3520,40 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
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}
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}
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for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
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{
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if (!shader->reg_maps.resource_info[i].type)
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continue;
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texture = state->textures[i];
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if (!texture)
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{
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args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
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continue;
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}
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if (can_use_texture_swizzle(gl_info, texture->resource.format))
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args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
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else
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args->color_fixup[i] = texture->resource.format->color_fixup;
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if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
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args->shadow |= 1u << i;
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/* Flag samplers that need NP2 texcoord fixup. */
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if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
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args->np2_fixup |= (1u << i);
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}
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/* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
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if (shader->reg_maps.shader_version.major >= 4)
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{
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/* In SM4+ we use dcl_sampler in order to determine if we should use shadow sampler. */
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args->shadow = 0;
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for (i = 0 ; i < MAX_FRAGMENT_SAMPLERS; ++i)
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args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
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args->np2_fixup = 0;
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}
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else
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{
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for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
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{
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if (!shader->reg_maps.resource_info[i].type)
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continue;
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texture = state->textures[i];
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if (!texture)
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{
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args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
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continue;
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}
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if (can_use_texture_swizzle(gl_info, texture->resource.format))
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args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
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else
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args->color_fixup[i] = texture->resource.format->color_fixup;
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if (texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW)
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args->shadow |= 1u << i;
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/* Flag samplers that need NP2 texcoord fixup. */
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if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
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args->np2_fixup |= (1u << i);
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}
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}
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if (shader->reg_maps.shader_version.major >= 3)
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{
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