wined3d: Get rid of WINED3D_QUIRK_SET_TEXCOORD_W.
This quirk only affects fixed-function fragment processing, which hasn't been a supported configuration on the affected hardware for a while now. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -525,23 +525,6 @@ static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
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}
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}
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static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
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const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
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enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
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{
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return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
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}
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static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
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const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
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enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
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{
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if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
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if (card_vendor != HW_VENDOR_AMD) return FALSE;
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if (device == CARD_AMD_RADEON_X1600) return FALSE;
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return TRUE;
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}
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static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
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const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
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enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
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@ -948,30 +931,6 @@ static void quirk_no_np2(struct wined3d_gl_info *gl_info)
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gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
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}
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static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
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{
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/* The Intel GPUs on macOS set the .w register of texcoords to 0.0 by
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* default, which causes problems with fixed-function fragment processing.
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* Ideally this flag should be detected with a test shader and OpenGL
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* feedback mode, but some OpenGL implementations (macOS ATI at least,
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* probably all macOS ones) do not like vertex shaders in feedback mode
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* and return an error, even though it should be valid according to the
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* spec.
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*
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* We don't want to enable this on all cards, as it adds an extra
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* instruction per texcoord used. This makes the shader slower and eats
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* instruction slots which should be available to the Direct3D
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* application.
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*
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* ATI Radeon HD 2xxx cards on macOS have the issue. Instead of checking
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* for the buggy cards, blacklist all Radeon cards on macOS and whitelist
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* the good ones. That way we're prepared for the future. If this
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* workaround is activated on cards that do not need it, it won't break
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* things, just affect performance negatively. */
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TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
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gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
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}
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static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
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{
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gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
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@ -1105,16 +1064,6 @@ static void fixup_extensions(struct wined3d_gl_info *gl_info, struct wined3d_cap
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quirk_no_np2,
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"Geforce 5 NP2 disable"
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},
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{
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match_apple_intel,
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quirk_texcoord_w,
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"Init texcoord .w for Apple Intel GPU driver"
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},
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{
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match_apple_nonr500ati,
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quirk_texcoord_w,
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"Init texcoord .w for Apple ATI >= r600 GPU driver"
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},
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{
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match_dx10_capable,
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quirk_clip_varying,
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@ -332,7 +332,6 @@ static BOOL need_helper_const(const struct arb_vshader_private *shader_data,
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if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
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if (!gl_info->supported[NV_VERTEX_PROGRAM]) return TRUE; /* Need to init colors. */
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if (gl_info->quirks & WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT) return TRUE; /* Load the immval offset. */
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if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
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if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
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if (reg_maps->usesnrm) return TRUE; /* 0.0 */
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if (reg_maps->usespow) return TRUE; /* EPS, 0.0 and 1.0 */
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@ -4106,7 +4105,6 @@ static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
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{
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const struct arb_vshader_private *shader_data = shader->backend_data;
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const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
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struct shader_arb_priv *priv = shader->device->shader_priv;
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GLuint ret;
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DWORD next_local = 0;
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struct shader_arb_ctx_priv priv_ctx;
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@ -4201,17 +4199,6 @@ static GLuint shader_arb_generate_vshader(const struct wined3d_shader *shader,
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{
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const char *color_init = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_0001);
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shader_addline(buffer, "MOV result.color.secondary, %s;\n", color_init);
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if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W && !priv->ffp_proj_control)
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{
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int i;
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const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
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for(i = 0; i < MAX_REG_TEXCRD; i++)
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{
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if (reg_maps->u.texcoord_mask[i] && reg_maps->u.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
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shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
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}
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}
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}
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/* The shader starts with the main function */
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@ -64,7 +64,6 @@
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/* Driver quirks */
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#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
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#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
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#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
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#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
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#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
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