From e3bd5b6dcdae9018f4f148aa6c964d0bb3be21d1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20D=C3=B6singer?= Date: Fri, 11 Apr 2008 08:19:04 +0200 Subject: [PATCH] wined3d: Use the shader backend to enable / disable atifs and nvts. The previous logic assumed that if NVTS or ATIFS are available they will be used. This happens to be true for NVTS, but ATIFS is only used if neither ARBFP nor GLSL are supported. This breaks fixed function fragment processing on ATI r300 and newer cards --- dlls/wined3d/arb_program_shader.c | 5 +++ dlls/wined3d/ati_fragment_shader.c | 11 +++++++ dlls/wined3d/baseshader.c | 17 ++++++++++ dlls/wined3d/context.c | 50 ++++++------------------------ dlls/wined3d/glsl_shader.c | 5 +++ dlls/wined3d/wined3d_private.h | 1 + 6 files changed, 48 insertions(+), 41 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index a165b9c2a5e..6bed3c5e3cf 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -2081,6 +2081,10 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info static void shader_arb_load_init(void) { } +static void shader_arb_fragment_enable(IWineD3DDevice *iface, BOOL enable) { + none_shader_backend.shader_fragment_enable(iface, enable); +} + const shader_backend_t arb_program_shader_backend = { &shader_arb_select, &shader_arb_select_depth_blt, @@ -2096,5 +2100,6 @@ const shader_backend_t arb_program_shader_backend = { &shader_arb_generate_vshader, &shader_arb_get_caps, &shader_arb_load_init, + &shader_arb_fragment_enable, FFPStateTable }; diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c index cd5a11b1df3..0d3687eb7e7 100644 --- a/dlls/wined3d/ati_fragment_shader.c +++ b/dlls/wined3d/ati_fragment_shader.c @@ -1026,6 +1026,16 @@ static void shader_atifs_generate_vshader(IWineD3DVertexShader *iface, SHADER_BU arb_program_shader_backend.shader_generate_vshader(iface, buffer); } +static void shader_atifs_fragment_enable(IWineD3DDevice *iface, BOOL enable) { + if(enable) { + glEnable(GL_FRAGMENT_SHADER_ATI); + checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); + } else { + glDisable(GL_FRAGMENT_SHADER_ATI); + checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)"); + } +} + const shader_backend_t atifs_shader_backend = { shader_atifs_select, shader_atifs_select_depth_blt, @@ -1041,5 +1051,6 @@ const shader_backend_t atifs_shader_backend = { shader_atifs_generate_vshader, shader_atifs_get_caps, shader_atifs_load_init, + shader_atifs_fragment_enable, ATIFSStateTable }; diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c index 37ddd78d4b3..174f2ea5e23 100644 --- a/dlls/wined3d/baseshader.c +++ b/dlls/wined3d/baseshader.c @@ -1182,6 +1182,22 @@ static void shader_none_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_inf #endif } + +static void shader_none_fragment_enable(IWineD3DDevice *iface, BOOL enable) { + IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; + WineD3D_GL_Info *gl_info = &This->adapter->gl_info; + + if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { + if(enable) { + glEnable(GL_TEXTURE_SHADER_NV); + checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); + } else { + glDisable(GL_TEXTURE_SHADER_NV); + checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)"); + } + } +} + #undef GLINFO_LOCATION const shader_backend_t none_shader_backend = { @@ -1199,6 +1215,7 @@ const shader_backend_t none_shader_backend = { &shader_none_generate_vshader, &shader_none_get_caps, &shader_none_load_init, + &shader_none_fragment_enable, FFPStateTable }; diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 67baee55c4f..6e19cae46b2 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -351,10 +351,9 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar /* Set up the context defaults */ oldCtx = pwglGetCurrentContext(); oldDrawable = pwglGetCurrentDC(); - if(oldCtx && oldDrawable && GL_SUPPORT(ATI_FRAGMENT_SHADER)) { + if(oldCtx && oldDrawable) { /* See comment in ActivateContext context switching */ - glDisable(GL_FRAGMENT_SHADER_ATI); - checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); + This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE); } if(pwglMakeCurrent(hdc, ctx) == FALSE) { ERR("Cannot activate context to set up defaults\n"); @@ -439,10 +438,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar if(oldDrawable && oldCtx) { pwglMakeCurrent(oldDrawable, oldCtx); } - if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) { - glEnable(GL_FRAGMENT_SHADER_ATI); - checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); - } + This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE); out: return ret; @@ -687,13 +683,7 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex checkGLcall("glViewport"); Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable); - if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { - glDisable(GL_TEXTURE_SHADER_NV); - checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)"); - } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) { - glDisable(GL_FRAGMENT_SHADER_ATI); - checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)"); - } + This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE); } /***************************************************************************** @@ -941,22 +931,12 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU else { TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx); - if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) { - /* Mesa crashes when enabling a context with GL_FRAGMENT_SHADER_ATI enabled. - * Thus we disable it before deactivating any context, and re-enable it afterwards. - * - * This bug is filed as bug #15269 on bugs.freedesktop.org - */ - glDisable(GL_FRAGMENT_SHADER_ATI); - checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); - } - + This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE); ret = pwglMakeCurrent(context->hdc, context->glCtx); if(ret == FALSE) { ERR("Failed to activate the new context\n"); - } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER) && !context->last_was_blit) { - glEnable(GL_FRAGMENT_SHADER_ATI); - checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); + } else if(!context->last_was_blit) { + This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE); } } if(This->activeContext->vshader_const_dirty) { @@ -988,13 +968,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU case CTXUSAGE_CLEAR: if(context->last_was_blit) { - if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { - glEnable(GL_TEXTURE_SHADER_NV); - checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); - } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) { - glEnable(GL_FRAGMENT_SHADER_ATI); - checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); - } + This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE); } /* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling @@ -1013,13 +987,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU case CTXUSAGE_DRAWPRIM: /* This needs all dirty states applied */ if(context->last_was_blit) { - if(GL_SUPPORT(NV_TEXTURE_SHADER2)) { - glEnable(GL_TEXTURE_SHADER_NV); - checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); - } else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) { - glEnable(GL_FRAGMENT_SHADER_ATI); - checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); - } + This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE); } IWineD3DDeviceImpl_FindTexUnitMap(This); diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 1c5a97fbca0..cc0c2e06a94 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3583,6 +3583,10 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_inf static void shader_glsl_load_init(void) {} +static void shader_glsl_fragment_enable(IWineD3DDevice *iface, BOOL enable) { + none_shader_backend.shader_fragment_enable(iface, enable); +} + const shader_backend_t glsl_shader_backend = { &shader_glsl_select, &shader_glsl_select_depth_blt, @@ -3598,5 +3602,6 @@ const shader_backend_t glsl_shader_backend = { &shader_glsl_generate_vshader, &shader_glsl_get_caps, &shader_glsl_load_init, + &shader_glsl_fragment_enable, FFPStateTable }; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 92387ed715e..bdad91b446a 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -300,6 +300,7 @@ typedef struct { void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer); void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps); void (*shader_dll_load_init)(void); + void (*shader_fragment_enable)(IWineD3DDevice *iface, BOOL enable); const struct StateEntry *StateTable; } shader_backend_t;