wined3d: Improve invalid TEXTURETRANSFORMFLAGS handling.

oldstable
Matteo Bruni 2011-12-27 17:28:57 +01:00 committed by Alexandre Julliard
parent 9d662928f5
commit 472fed41dd
1 changed files with 32 additions and 5 deletions

View File

@ -1911,20 +1911,46 @@ void find_ps_compile_args(const struct wined3d_state *state,
for (i = 0; i < 4; ++i)
{
DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
DWORD count, tex_transform;
DWORD count, tex_transform = 0;
/* Filter some invalid flags */
count = flags & ~WINED3DTTFF_PROJECTED;
if (count > WINED3DTTFF_COUNT4)
if (count > WINED3DTTFF_COUNT4 || (!(flags & WINED3DTTFF_PROJECTED) && count != 0))
{
WARN("The application set an invalid TEXTURETRANSFORMFLAGS value.\n");
flags = count = 0;
WARN("The application set an invalid %#x TEXTURETRANSFORMFLAGS value.\n", flags);
count = 0;
}
tex_transform = count;
if (flags & WINED3DTTFF_PROJECTED)
{
enum wined3d_sampler_texture_type sampler_type = shader->reg_maps.sampler_type[i];
DWORD max_valid = WINED3DTTFF_COUNT4;
if (!count)
count = WINED3DTTFF_COUNT4;
if (!state->vertex_shader)
{
unsigned int j;
unsigned int index = state->texture_states[i][WINED3DTSS_TEXCOORDINDEX];
for (j = 0; j < state->vertex_declaration->element_count; ++j)
{
struct wined3d_vertex_declaration_element *element =
&state->vertex_declaration->elements[j];
if (element->usage == WINED3DDECLUSAGE_TEXCOORD
&& element->usage_idx == index)
{
max_valid = element->format->component_count;
break;
}
}
}
tex_transform = min(count, max_valid);
if (tex_transform != (flags & ~WINED3DTTFF_PROJECTED))
WARN("Fixing up %#x projected texture transform flag to %#x.\n",
flags & ~WINED3DTTFF_PROJECTED, tex_transform);
if ((sampler_type == WINED3DSTT_1D && tex_transform > WINED3DTTFF_COUNT1)
|| (sampler_type == WINED3DSTT_2D && tex_transform > WINED3DTTFF_COUNT2)
@ -1933,6 +1959,7 @@ void find_ps_compile_args(const struct wined3d_state *state,
else
WARN("Application requested projected texture with unsuitable texture coordinates.\n");
}
tex_transform &= WINED3D_PSARGS_TEXTRANSFORM_MASK;
args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
}
}