/* We need a constant to fixup the final position */
shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
- if((GLINFO_LOCATION).set_texcoord_w) {
- int i;
- for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
- if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
- This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
- shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
+ /* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
+ * for output parameters. D3D in theory does not do that either, but some applications depend on a
+ * proper initialization of the secondary color, and programs using the fixed function pipeline without
+ * a replacement shader depend on the texcoord.w beeing set properly.
+ *
+ * GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
+ * assetion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
+ * skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
+ * coords, we have a flag in the opengl caps. Many cards do not require the texcoord beeing set, and
+ * this can eat a number of instructions, so skip it unless this cap is set as well
+ */
+ if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
+ shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
+
+ if((GLINFO_LOCATION).set_texcoord_w) {
+ int i;
+ for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
+ if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
+ This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
+ shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
+ }
}
}
}