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
This commit is contained in:
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9bbbebc2ce
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@ -2081,6 +2081,10 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info
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static void shader_arb_load_init(void) {
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}
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static void shader_arb_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
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none_shader_backend.shader_fragment_enable(iface, enable);
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}
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const shader_backend_t arb_program_shader_backend = {
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&shader_arb_select,
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&shader_arb_select_depth_blt,
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@ -2096,5 +2100,6 @@ const shader_backend_t arb_program_shader_backend = {
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&shader_arb_generate_vshader,
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&shader_arb_get_caps,
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&shader_arb_load_init,
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&shader_arb_fragment_enable,
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FFPStateTable
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};
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@ -1026,6 +1026,16 @@ static void shader_atifs_generate_vshader(IWineD3DVertexShader *iface, SHADER_BU
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arb_program_shader_backend.shader_generate_vshader(iface, buffer);
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}
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static void shader_atifs_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
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if(enable) {
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glEnable(GL_FRAGMENT_SHADER_ATI);
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checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
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} else {
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glDisable(GL_FRAGMENT_SHADER_ATI);
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checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
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}
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}
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const shader_backend_t atifs_shader_backend = {
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shader_atifs_select,
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shader_atifs_select_depth_blt,
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@ -1041,5 +1051,6 @@ const shader_backend_t atifs_shader_backend = {
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shader_atifs_generate_vshader,
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shader_atifs_get_caps,
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shader_atifs_load_init,
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shader_atifs_fragment_enable,
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ATIFSStateTable
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};
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@ -1182,6 +1182,22 @@ static void shader_none_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_inf
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#endif
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}
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static void shader_none_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
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WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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if(enable) {
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glEnable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
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} else {
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glDisable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
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}
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}
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}
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#undef GLINFO_LOCATION
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const shader_backend_t none_shader_backend = {
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@ -1199,6 +1215,7 @@ const shader_backend_t none_shader_backend = {
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&shader_none_generate_vshader,
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&shader_none_get_caps,
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&shader_none_load_init,
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&shader_none_fragment_enable,
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FFPStateTable
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};
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@ -351,10 +351,9 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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/* Set up the context defaults */
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oldCtx = pwglGetCurrentContext();
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oldDrawable = pwglGetCurrentDC();
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if(oldCtx && oldDrawable && GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
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if(oldCtx && oldDrawable) {
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/* See comment in ActivateContext context switching */
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glDisable(GL_FRAGMENT_SHADER_ATI);
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checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
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This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE);
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}
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if(pwglMakeCurrent(hdc, ctx) == FALSE) {
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ERR("Cannot activate context to set up defaults\n");
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@ -439,10 +438,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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if(oldDrawable && oldCtx) {
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pwglMakeCurrent(oldDrawable, oldCtx);
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}
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if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
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glEnable(GL_FRAGMENT_SHADER_ATI);
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checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
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}
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This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE);
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out:
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return ret;
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@ -687,13 +683,7 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
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checkGLcall("glViewport");
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Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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glDisable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
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} else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
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glDisable(GL_FRAGMENT_SHADER_ATI);
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checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
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}
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This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE);
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}
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/*****************************************************************************
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@ -941,22 +931,12 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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else {
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TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
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if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
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/* Mesa crashes when enabling a context with GL_FRAGMENT_SHADER_ATI enabled.
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* Thus we disable it before deactivating any context, and re-enable it afterwards.
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*
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* This bug is filed as bug #15269 on bugs.freedesktop.org
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*/
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glDisable(GL_FRAGMENT_SHADER_ATI);
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checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
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}
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This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, FALSE);
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ret = pwglMakeCurrent(context->hdc, context->glCtx);
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if(ret == FALSE) {
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ERR("Failed to activate the new context\n");
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} else if(GL_SUPPORT(ATI_FRAGMENT_SHADER) && !context->last_was_blit) {
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glEnable(GL_FRAGMENT_SHADER_ATI);
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checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
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} else if(!context->last_was_blit) {
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This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE);
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}
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}
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if(This->activeContext->vshader_const_dirty) {
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@ -988,13 +968,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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case CTXUSAGE_CLEAR:
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if(context->last_was_blit) {
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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glEnable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
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} else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
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glEnable(GL_FRAGMENT_SHADER_ATI);
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checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
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}
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This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE);
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}
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/* Blending and clearing should be orthogonal, but tests on the nvidia driver show that disabling
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@ -1013,13 +987,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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case CTXUSAGE_DRAWPRIM:
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/* This needs all dirty states applied */
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if(context->last_was_blit) {
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if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
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glEnable(GL_TEXTURE_SHADER_NV);
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checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
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} else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
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glEnable(GL_FRAGMENT_SHADER_ATI);
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checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
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}
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This->shader_backend->shader_fragment_enable((IWineD3DDevice *) This, TRUE);
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}
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IWineD3DDeviceImpl_FindTexUnitMap(This);
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@ -3583,6 +3583,10 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_inf
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static void shader_glsl_load_init(void) {}
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static void shader_glsl_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
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none_shader_backend.shader_fragment_enable(iface, enable);
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}
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const shader_backend_t glsl_shader_backend = {
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&shader_glsl_select,
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&shader_glsl_select_depth_blt,
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@ -3598,5 +3602,6 @@ const shader_backend_t glsl_shader_backend = {
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&shader_glsl_generate_vshader,
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&shader_glsl_get_caps,
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&shader_glsl_load_init,
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&shader_glsl_fragment_enable,
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FFPStateTable
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};
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@ -300,6 +300,7 @@ typedef struct {
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void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
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void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
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void (*shader_dll_load_init)(void);
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void (*shader_fragment_enable)(IWineD3DDevice *iface, BOOL enable);
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const struct StateEntry *StateTable;
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} shader_backend_t;
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