Commit a7f846b2 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Avoid vpos fixups when ARB_fragment_coord_conventions is supported.

parent d9a9e45a
......@@ -2418,6 +2418,8 @@ static void context_set_render_offscreen(struct wined3d_context *context, BOOL o
context_invalidate_state(context, STATE_VIEWPORT);
context_invalidate_state(context, STATE_SCISSORRECT);
context_invalidate_state(context, STATE_FRONTFACE);
if (context->gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
context_invalidate_state(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL));
context->render_offscreen = offscreen;
}
......
......@@ -2194,9 +2194,23 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
}
if (reg_maps->vpos || reg_maps->usesdsy)
{
++extra_constants_needed;
shader_addline(buffer, "uniform vec4 ycorrection;\n");
shader_addline(buffer, "vec4 vpos;\n");
if (reg_maps->usesdsy || !gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
{
++extra_constants_needed;
shader_addline(buffer, "uniform vec4 ycorrection;\n");
}
if (reg_maps->vpos)
{
if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
{
if (shader->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
shader_addline(buffer, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
ps_args->render_offscreen ? "" : "origin_upper_left, ");
else if (!ps_args->render_offscreen)
shader_addline(buffer, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
}
shader_addline(buffer, "vec4 vpos;\n");
}
}
if (ps_args->alpha_test_func + 1 != WINED3D_CMP_ALWAYS)
......@@ -5899,6 +5913,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
shader_glsl_enable_extensions(buffer, gl_info);
if (gl_info->supported[ARB_DERIVATIVE_CONTROL])
shader_addline(buffer, "#extension GL_ARB_derivative_control : enable\n");
if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
shader_addline(buffer, "#extension GL_ARB_fragment_coord_conventions : enable\n");
if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
/* The spec says that it doesn't have to be explicitly enabled, but the
......@@ -5929,7 +5945,9 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
* on drivers that returns integer values. */
if (reg_maps->vpos)
{
if (shader->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
shader_addline(buffer, "vpos = gl_FragCoord;\n");
else if (shader->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
shader_addline(buffer,
"vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
else
......
......@@ -3279,6 +3279,8 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
if (d3d_info->emulated_flatshading)
args->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
args->render_offscreen = gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS] ? context->render_offscreen : 0;
}
static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
......
......@@ -1107,7 +1107,8 @@ struct ps_compile_args {
DWORD pointsprite : 1;
DWORD flatshading : 1;
DWORD alpha_test_func : 3;
DWORD padding : 27;
DWORD render_offscreen : 1;
DWORD padding : 26;
};
enum fog_src_type {
......
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