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wined3d: Don't flag vertex color clamping for changes on core profile.
glClampColorARB(GL_CLAMP_VERTEX_COLOR) is not supported on core profile and we can't use builtin color varyings there anyway. Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -7345,14 +7345,24 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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pshader ? min(pshader->limits->constant_float, gl_info->limits.glsl_ps_float_constants) : 0);
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checkGLcall("Find glsl program uniform locations");
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if (pshader && pshader->reg_maps.shader_version.major >= 3
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&& pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
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if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
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{
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TRACE("Shader %d needs vertex color clamping disabled.\n", program_id);
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entry->vs.vertex_color_clamp = GL_FALSE;
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if (pshader && pshader->reg_maps.shader_version.major >= 3
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&& pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
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{
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TRACE("Shader %d needs vertex color clamping disabled.\n", program_id);
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entry->vs.vertex_color_clamp = GL_FALSE;
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}
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else
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{
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entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
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}
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}
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else
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{
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/* With core profile we never change vertex_color_clamp from
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* GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
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* glClampColorARB(). */
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entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
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}
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