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wine
wine-winehq
Commits
50e91f8d
Commit
50e91f8d
authored
Apr 14, 2009
by
Stefan Dösinger
Committed by
Alexandre Julliard
Apr 20, 2009
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wined3d: Move the generic mac glsl uniform fixup to the quirk table.
parent
7b7f0272
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15 deletions
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-15
directx.c
dlls/wined3d/directx.c
+16
-15
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dlls/wined3d/directx.c
View file @
50e91f8d
...
@@ -4010,6 +4010,10 @@ static BOOL match_ati_r300_to_500(WineD3D_GL_Info *gl_info) {
...
@@ -4010,6 +4010,10 @@ static BOOL match_ati_r300_to_500(WineD3D_GL_Info *gl_info) {
return
FALSE
;
return
FALSE
;
}
}
static
BOOL
match_apple
(
WineD3D_GL_Info
*
gl_info
)
{
return
implementation_is_apple
(
gl_info
);
}
static
void
quirk_arb_constants
(
WineD3D_GL_Info
*
gl_info
)
{
static
void
quirk_arb_constants
(
WineD3D_GL_Info
*
gl_info
)
{
TRACE_
(
d3d_caps
)(
"Using ARB vs constant limit(=%u) for GLSL
\n
"
,
gl_info
->
vs_arb_constantsF
);
TRACE_
(
d3d_caps
)(
"Using ARB vs constant limit(=%u) for GLSL
\n
"
,
gl_info
->
vs_arb_constantsF
);
gl_info
->
vs_glsl_constantsF
=
gl_info
->
vs_arb_constantsF
;
gl_info
->
vs_glsl_constantsF
=
gl_info
->
vs_arb_constantsF
;
...
@@ -4022,6 +4026,18 @@ struct driver_quirk quirk_table[] = {
...
@@ -4022,6 +4026,18 @@ struct driver_quirk quirk_table[] = {
match_ati_r300_to_500
,
match_ati_r300_to_500
,
quirk_arb_constants
,
quirk_arb_constants
,
"ATI GLSL constant quirk"
"ATI GLSL constant quirk"
},
/* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
* used it falls back to software. While the compiler can detect if the shader uses all declared
* uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
* using relative addressing falls back to software.
*
* ARB vp gives the correct amount of uniforms, so use it instead of GLSL
*/
{
match_apple
,
quirk_arb_constants
,
"Apple GLSL uniform override"
}
}
};
};
...
@@ -4036,21 +4052,6 @@ static void fixup_extensions(WineD3D_GL_Info *gl_info) {
...
@@ -4036,21 +4052,6 @@ static void fixup_extensions(WineD3D_GL_Info *gl_info) {
}
}
if
(
apple
)
{
if
(
apple
)
{
/* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
* used it falls back to software. While the compiler can detect if the shader uses all declared
* uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
* using relative addressing falls back to software.
*
* ARB vp gives the correct amount of uniforms, so use it instead of GLSL
*/
if
(
gl_info
->
vs_glsl_constantsF
<=
gl_info
->
vs_arb_constantsF
)
{
FIXME
(
"GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?
\n
"
);
}
else
{
TRACE
(
"Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms
\n
"
,
gl_info
->
vs_glsl_constantsF
,
gl_info
->
vs_arb_constantsF
);
gl_info
->
vs_glsl_constantsF
=
gl_info
->
vs_arb_constantsF
;
}
/* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
/* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
* with fixed function fragment processing. Ideally this flag should be detected with a test shader
* with fixed function fragment processing. Ideally this flag should be detected with a test shader
* and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
* and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
...
...
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