wined3d: Prefer GLSL 1.50 shaders in draw_test_quad().
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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@ -2122,7 +2122,7 @@ static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d
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for (i = 0; i < 4; ++i)
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gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
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gl_info->gl_ops.gl.p_glEnd();
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checkGLcall("Drawing a quad");
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checkGLcall("draw quad");
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return;
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}
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@ -2137,17 +2137,19 @@ static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d
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if (!ctx->test_program_id)
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{
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BOOL use_glsl_150 = gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50);
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ctx->test_program_id = GL_EXTCALL(glCreateProgram());
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vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
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source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
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source[0] = use_glsl_150 ? vs_core_header : vs_legacy_header;
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source[1] = vs_body;
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GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
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GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
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GL_EXTCALL(glDeleteShader(vs_id));
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fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
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source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
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source[0] = use_glsl_150 ? fs_core : fs_legacy;
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GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
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GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
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GL_EXTCALL(glDeleteShader(fs_id));
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@ -2155,7 +2157,7 @@ static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d
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GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
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GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
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if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
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if (use_glsl_150)
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GL_EXTCALL(glBindFragDataLocation(ctx->test_program_id, 0, "fragment_color"));
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GL_EXTCALL(glCompileShader(vs_id));
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@ -2172,7 +2174,7 @@ static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d
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GL_EXTCALL(glUseProgram(0));
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GL_EXTCALL(glDisableVertexAttribArray(0));
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GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
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checkGLcall("Drawing a quad");
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checkGLcall("draw quad");
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}
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/* Context activation is done by the caller. */
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