Henri Verbeet : wined3d: Simply refuse to create shaders if they' re disabled.
Alexandre Julliard
julliard at winehq.org
Tue Sep 28 11:13:35 CDT 2010
Module: wine
Branch: master
Commit: e59fdb83a672b6efcede100d24d658f151b5b53c
URL: http://source.winehq.org/git/wine.git/?a=commit;h=e59fdb83a672b6efcede100d24d658f151b5b53c
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Tue Sep 28 12:00:22 2010 +0200
wined3d: Simply refuse to create shaders if they're disabled.
The functionality is a bit questionable in the first place, but there is some
use in the part that limits the maximum reported shader versions.
---
dlls/wined3d/device.c | 15 ++++++++++-----
dlls/wined3d/wined3d_private.h | 7 +++----
2 files changed, 13 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 0967bd8..c1ce5f8 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -408,8 +408,7 @@ static void device_trace_strided_stream_info(const struct wined3d_stream_info *s
void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info)
{
struct wined3d_stream_info *stream_info = &device->strided_streams;
- IWineD3DStateBlockImpl *stateblock = device->stateBlock;
- BOOL vs = stateblock->state.vertex_shader && device->vs_selected_mode != SHADER_NONE;
+ const struct wined3d_state *state = &device->stateBlock->state;
BOOL fixup = FALSE;
if (device->up_strided)
@@ -422,12 +421,12 @@ void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_
else
{
TRACE("============================= Vertex Declaration =============================\n");
- device_stream_info_from_declaration(device, vs, stream_info, &fixup);
+ device_stream_info_from_declaration(device, !!state->vertex_shader, stream_info, &fixup);
}
- if (vs && !stream_info->position_transformed)
+ if (state->vertex_shader && !stream_info->position_transformed)
{
- if (stateblock->state.vertex_declaration->half_float_conv_needed && !fixup)
+ if (state->vertex_declaration->half_float_conv_needed && !fixup)
{
TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
device->useDrawStridedSlow = TRUE;
@@ -1515,6 +1514,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *ifac
IWineD3DVertexShaderImpl *object;
HRESULT hr;
+ if (This->vs_selected_mode == SHADER_NONE)
+ return WINED3DERR_INVALIDCALL;
+
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
@@ -1575,6 +1577,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface
IWineD3DPixelShaderImpl *object;
HRESULT hr;
+ if (This->ps_selected_mode == SHADER_NONE)
+ return WINED3DERR_INVALIDCALL;
+
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 663a9d4..036d6f4 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3023,14 +3023,13 @@ static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
* IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
* stateblock->vertexShader implies a vertex declaration instead of ddraw
* style strided data. */
- return (stateblock->state.vertex_shader
- && !stateblock->state.vertex_declaration->position_transformed
- && stateblock->device->vs_selected_mode != SHADER_NONE);
+ return stateblock->state.vertex_shader
+ && !stateblock->state.vertex_declaration->position_transformed;
}
static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
{
- return (stateblock->state.pixel_shader && stateblock->device->ps_selected_mode != SHADER_NONE);
+ return !!stateblock->state.pixel_shader;
}
/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
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