wined3d: GL_NV_vertex_program2_option supports relative offsets > 63.

The ARR codepath used if ctx->target_version >= NV2 does not account for
the correction offset, but the indirect addressing reads do, which
ultimately results in incorrect offsets. Since the limitation goes away
as soon as we enable GL_NV_vertex_program_2_option ignoring the offset
is the best thing to do. I don't set shader_data->rel_offset to zero in
the pre-compilation analysis because enablding NV_vertex_program2 is in
theory a decision that is taken later during code generation.
This commit is contained in:
Stefan Dösinger 2014-01-09 13:43:22 +01:00 committed by Alexandre Julliard
parent 441d8ffeb2
commit bffd536213
1 changed files with 2 additions and 2 deletions

View File

@ -1119,7 +1119,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
if (!pshader && reg->idx[0].rel_addr)
{
const struct arb_vshader_private *shader_data = shader->backend_data;
UINT rel_offset = shader_data->rel_offset;
UINT rel_offset = ctx->target_version == ARB ? shader_data->rel_offset : 0;
BOOL aL = FALSE;
char rel_reg[50];
if (reg_maps->shader_version.major < 2)
@ -1849,7 +1849,7 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
const struct arb_vshader_private *shader_data = shader->backend_data;
src0_param[0] = '\0';
if (shader_data->rel_offset)
if (shader_data->rel_offset && ctx->target_version == ARB)
{
const char *offset = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_VS_REL_OFFSET);
shader_arb_get_src_param(ins, &ins->src[0], 0, src0_param);