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server-Shared_Memory: Rebase against upstream changes.
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@@ -1184,7 +1184,7 @@ diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c
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diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
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--- a/dlls/wined3d/arb_program_shader.c
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+++ b/dlls/wined3d/arb_program_shader.c
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@@ -706,7 +706,11 @@
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@@ -707,7 +707,11 @@
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{
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const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
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const struct arb_ps_compiled_shader *gl_shader = priv->compiled_fprog;
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@@ -1196,7 +1196,7 @@ diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader
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/* Load DirectX 9 float constants for pixel shader */
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priv->highest_dirty_ps_const = shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
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@@ -4711,7 +4715,11 @@
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@@ -4665,7 +4669,11 @@
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}
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else
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{
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@@ -1208,7 +1208,7 @@ diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader
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shader_arb_ps_local_constants(compiled, context, state, rt_height);
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}
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@@ -7884,7 +7892,11 @@
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@@ -7779,7 +7787,11 @@
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/* Now load the surface */
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
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@@ -1220,7 +1220,7 @@ diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader
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== WINED3D_LOCATION_DRAWABLE
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&& !wined3d_resource_is_offscreen(&src_surface->container->resource))
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{
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@@ -7914,6 +7926,7 @@
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@@ -7809,6 +7821,7 @@
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/* Leave the opengl state valid for blitting */
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arbfp_blit_unset(context->gl_info);
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@@ -1228,7 +1228,7 @@ diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader
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if (wined3d_settings.cs_multithreaded)
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context->gl_info->gl_ops.gl.p_glFinish();
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else if (wined3d_settings.strict_draw_ordering
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@@ -7925,6 +7938,17 @@
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@@ -7820,6 +7833,17 @@
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wined3d_resource_validate_location(&dst_surface->resource, dst_surface->container->resource.draw_binding);
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wined3d_resource_invalidate_location(&dst_surface->resource, ~dst_surface->container->resource.draw_binding);
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@@ -4512,7 +4512,7 @@ diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
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diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
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--- a/dlls/wined3d/glsl_shader.c
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+++ b/dlls/wined3d/glsl_shader.c
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@@ -1085,8 +1085,15 @@
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@@ -1080,8 +1080,15 @@
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const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
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{
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const struct wined3d_shader_version *version = ®_maps->shader_version;
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@@ -4528,7 +4528,7 @@ diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
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unsigned int i, extra_constants_needed = 0;
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const struct wined3d_shader_lconst *lconst;
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const char *prefix;
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@@ -1327,7 +1334,11 @@
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@@ -1322,7 +1329,11 @@
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{
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UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
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@@ -4540,7 +4540,7 @@ diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
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shader_addline(buffer, "varying vec4 %s_link[%u];\n", prefix, in_count);
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shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
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}
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@@ -1368,6 +1379,7 @@
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@@ -1363,6 +1374,7 @@
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}
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else
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{
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@@ -4548,7 +4548,7 @@ diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
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/* This happens because we do not have proper tracking of the
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* constant registers that are actually used, only the max
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* limit of the shader version.
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@@ -1376,6 +1388,23 @@
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@@ -1371,6 +1383,23 @@
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* it and just create the uniform.
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*/
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FIXME("Cannot find a free uniform for vpos correction params\n");
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