Reset active builtin shader when using user shader in D3D driver, fix ryzom/ryzomcore#603

develop
kaetemi 5 years ago
parent 1a037ad3eb
commit 56ee772548

@ -3830,9 +3830,15 @@ void CDriverD3D::CLightState::apply(CDriverD3D *driver)
void CDriverD3D::CRenderTargetState::apply(CDriverD3D *driver)
{
H_AUTO_D3D(CDriverD3D_CRenderTargetState);
driver->_DeviceInterface->SetRenderTarget (0, Target);
nlassert(TargetOwned); // Can only apply once!
driver->_DeviceInterface->SetRenderTarget(0, Target);
driver->setupViewport(driver->_Viewport);
driver->setupScissor(driver->_Scissor);
if (TargetOwned)
{
Target->Release();
TargetOwned = false;
}
}
// ***************************************************************************

@ -1546,11 +1546,13 @@ public:
Texture = NULL;
Level = 0;
CubeFace = 0;
TargetOwned = false;
}
IDirect3DSurface9 *Target;
ITexture *Texture;
uint8 Level;
uint8 CubeFace;
bool TargetOwned;
virtual void apply(CDriverD3D *driver);
};
@ -2076,10 +2078,17 @@ public:
NL_D3D_CACHE_TEST(CacheTest_RenderTarget, _RenderTarget.Target != target)
#endif // NL_D3D_USE_RENDER_STATE_CACHE
{
if (_RenderTarget.TargetOwned)
{
nlassert(_RenderTarget.Target);
_RenderTarget.Target->Release();
}
_RenderTarget.Target = target;
_RenderTarget.Texture = texture;
_RenderTarget.Level = level;
_RenderTarget.CubeFace = cubeFace;
_RenderTarget.TargetOwned = target;
target->AddRef();
touchRenderVariable (&_RenderTarget);

@ -706,9 +706,13 @@ bool CDriverD3D::setupMaterial(CMaterial &mat)
// Set the texture states
if (text || (stage == 0))
{
// Doesn't use a pixel shader ? Set the textures stages
if (pShader->PixelShader == NULL)
if (matShader == CMaterial::Program)
{
// Do nothing for user pixel shader
}
else if (!pShader->PixelShader)
{
// Doesn't use a pixel shader ? Set the textures stages
if (pShader->RGBPipe[stage])
{
setTextureState (stage, D3DTSS_COLOROP, pShader->ColorOp[stage]);
@ -1145,7 +1149,7 @@ bool CDriverD3D::setupMaterial(CMaterial &mat)
}
break;
case CMaterial::Cloud:
case CMaterial::Cloud:
{
H_AUTO_D3D(CDriverD3D_setupMaterial_setupCloudShader)
activeShader (&_ShaderCloud);
@ -1167,7 +1171,7 @@ bool CDriverD3D::setupMaterial(CMaterial &mat)
return false;
}
break;
case CMaterial::Water:
case CMaterial::Water:
{
H_AUTO_D3D(CDriverD3D_setupMaterial_setupWaterShader)
activeShader(mat.getTexture(3) ? &_ShaderWaterDiffuse : &_ShaderWaterNoDiffuse);
@ -1296,7 +1300,14 @@ bool CDriverD3D::setupMaterial(CMaterial &mat)
}
}
}
// CMaterial::Water
break; // CMaterial::Water
case CMaterial::Program:
{
H_AUTO_D3D(CDriverD3D_setupMaterial_setupProgramshader)
// No material shader
activeShader(NULL);
}
break;
}
// New material setuped

@ -1084,6 +1084,7 @@ void CDriverD3D::swapTextureHandle(ITexture &tex0, ITexture &tex1)
swap(t0->Height, t1->Height);
swap(t0->SrcCompressed, t1->SrcCompressed);
swap(t0->IsCube, t1->IsCube);
swap(t0->RenderTarget, t1->RenderTarget);
swap(t0->Levels, t1->Levels);
swap(t0->FirstMipMap, t1->FirstMipMap);
swap(t0->TextureMemory, t1->TextureMemory);

@ -246,6 +246,7 @@ void CFXAA::applyEffect()
// create render target
CTextureUser *otherRenderTarget = m_Driver->getRenderTargetManager().getRenderTarget(width, height, mode2D);
nlassert(otherRenderTarget);
// swap render target
CTextureUser texNull;

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