d3d11: Implement depth clip control.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
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e202a9ea25
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19f2c4473b
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@ -16894,12 +16894,10 @@ static void test_depth_clip(void)
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
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set_viewport(device, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f);
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set_viewport(device, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f);
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draw_quad_z(&test_context, 2.0f);
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draw_quad_z(&test_context, 2.0f);
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todo_wine
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check_texture_float(texture, 0.6f, 1);
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check_texture_float(texture, 0.6f, 1);
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draw_quad_z(&test_context, 0.5f);
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draw_quad_z(&test_context, 0.5f);
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check_texture_float(texture, 0.5f, 1);
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check_texture_float(texture, 0.5f, 1);
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draw_quad_z(&test_context, -1.0f);
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draw_quad_z(&test_context, -1.0f);
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todo_wine
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check_texture_float(texture, 0.4f, 1);
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check_texture_float(texture, 0.4f, 1);
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ID3D10DepthStencilView_Release(dsv);
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ID3D10DepthStencilView_Release(dsv);
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@ -948,9 +948,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceCon
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const_bias.f = desc->DepthBias;
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const_bias.f = desc->DepthBias;
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SLOPESCALEDEPTHBIAS, scale_bias.d);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SLOPESCALEDEPTHBIAS, scale_bias.d);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DEPTHBIAS, const_bias.d);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DEPTHBIAS, const_bias.d);
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/* GL_DEPTH_CLAMP */
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if (!desc->DepthClipEnable)
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FIXME("Ignoring DepthClipEnable %#x.\n", desc->DepthClipEnable);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, desc->ScissorEnable);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, desc->ScissorEnable);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, desc->MultisampleEnable);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, desc->MultisampleEnable);
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wined3d_device_set_render_state(device->wined3d_device,
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wined3d_device_set_render_state(device->wined3d_device,
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@ -1068,6 +1068,7 @@ static HRESULT d3d_rasterizer_state_init(struct d3d_rasterizer_state *state, str
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}
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}
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wined3d_desc.front_ccw = desc->FrontCounterClockwise;
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wined3d_desc.front_ccw = desc->FrontCounterClockwise;
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wined3d_desc.depth_clip = desc->DepthClipEnable;
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/* We cannot fail after creating a wined3d_rasterizer_state object. It
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/* We cannot fail after creating a wined3d_rasterizer_state object. It
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* would lead to double free. */
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* would lead to double free. */
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@ -27396,12 +27396,10 @@ static void test_depth_clip(void)
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
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set_viewport(context, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f);
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set_viewport(context, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f);
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draw_quad_z(&test_context, 2.0f);
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draw_quad_z(&test_context, 2.0f);
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todo_wine
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check_texture_float(texture, 0.6f, 1);
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check_texture_float(texture, 0.6f, 1);
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draw_quad_z(&test_context, 0.5f);
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draw_quad_z(&test_context, 0.5f);
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check_texture_float(texture, 0.5f, 1);
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check_texture_float(texture, 0.5f, 1);
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draw_quad_z(&test_context, -1.0f);
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draw_quad_z(&test_context, -1.0f);
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todo_wine
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check_texture_float(texture, 0.4f, 1);
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check_texture_float(texture, 0.4f, 1);
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ID3D11DepthStencilView_Release(dsv);
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ID3D11DepthStencilView_Release(dsv);
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@ -2663,7 +2663,7 @@ static void context_set_render_offscreen(struct wined3d_context *context, BOOL o
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context_invalidate_state(context, STATE_SCISSORRECT);
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context_invalidate_state(context, STATE_SCISSORRECT);
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if (!context->gl_info->supported[ARB_CLIP_CONTROL])
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if (!context->gl_info->supported[ARB_CLIP_CONTROL])
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{
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{
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context_invalidate_state(context, STATE_FRONTFACE);
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context_invalidate_state(context, STATE_RASTERIZER);
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context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
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context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
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context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
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context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
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}
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}
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@ -1490,7 +1490,7 @@ static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const vo
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const struct wined3d_cs_set_rasterizer_state *op = data;
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const struct wined3d_cs_set_rasterizer_state *op = data;
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cs->state.rasterizer_state = op->state;
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cs->state.rasterizer_state = op->state;
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device_invalidate_state(cs->device, STATE_FRONTFACE);
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device_invalidate_state(cs->device, STATE_RASTERIZER);
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}
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}
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void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
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void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
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@ -122,6 +122,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
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{"GL_ARB_cull_distance", ARB_CULL_DISTANCE },
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{"GL_ARB_cull_distance", ARB_CULL_DISTANCE },
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{"GL_ARB_debug_output", ARB_DEBUG_OUTPUT },
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{"GL_ARB_debug_output", ARB_DEBUG_OUTPUT },
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{"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT },
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{"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT },
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{"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP },
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{"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE },
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{"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE },
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{"GL_ARB_derivative_control", ARB_DERIVATIVE_CONTROL },
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{"GL_ARB_derivative_control", ARB_DERIVATIVE_CONTROL },
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{"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS },
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{"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS },
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@ -3879,6 +3880,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
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{EXT_TEXTURE_SNORM, MAKEDWORD_VERSION(3, 1)},
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{EXT_TEXTURE_SNORM, MAKEDWORD_VERSION(3, 1)},
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/* We don't need or want GL_ARB_texture_rectangle (core in 3.1). */
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/* We don't need or want GL_ARB_texture_rectangle (core in 3.1). */
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{ARB_DEPTH_CLAMP, MAKEDWORD_VERSION(3, 2)},
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{ARB_DRAW_ELEMENTS_BASE_VERTEX, MAKEDWORD_VERSION(3, 2)},
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{ARB_DRAW_ELEMENTS_BASE_VERTEX, MAKEDWORD_VERSION(3, 2)},
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/* ARB_geometry_shader4 exposes a somewhat different API compared to 3.2
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/* ARB_geometry_shader4 exposes a somewhat different API compared to 3.2
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* core geometry shaders so it's not really correct to expose the
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* core geometry shaders so it's not really correct to expose the
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@ -4318,7 +4318,23 @@ static void indexbuffer(struct wined3d_context *context, const struct wined3d_st
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}
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}
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}
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}
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static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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static void depth_clip(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
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{
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if (!gl_info->supported[ARB_DEPTH_CLAMP])
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{
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if (r && !r->desc.depth_clip)
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FIXME("Depth clamp not supported by this GL implementation.\n");
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return;
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}
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if (r && !r->desc.depth_clip)
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gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
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else
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gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
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checkGLcall("depth clip");
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}
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static void rasterizer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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GLenum mode;
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GLenum mode;
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@ -4329,9 +4345,10 @@ static void frontface(struct wined3d_context *context, const struct wined3d_stat
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gl_info->gl_ops.gl.p_glFrontFace(mode);
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gl_info->gl_ops.gl.p_glFrontFace(mode);
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checkGLcall("glFrontFace");
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checkGLcall("glFrontFace");
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depth_clip(state->rasterizer_state, gl_info);
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}
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}
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static void frontface_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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static void rasterizer_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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GLenum mode;
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GLenum mode;
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@ -4340,6 +4357,7 @@ static void frontface_cc(struct wined3d_context *context, const struct wined3d_s
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gl_info->gl_ops.gl.p_glFrontFace(mode);
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gl_info->gl_ops.gl.p_glFrontFace(mode);
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checkGLcall("glFrontFace");
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checkGLcall("glFrontFace");
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depth_clip(state->rasterizer_state, gl_info);
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}
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}
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static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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@ -4509,8 +4527,8 @@ const struct StateEntryTemplate misc_state_template[] =
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{ STATE_BLEND, { STATE_BLEND, state_blend_object }, WINED3D_GL_EXT_NONE },
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{ STATE_BLEND, { STATE_BLEND, state_blend_object }, WINED3D_GL_EXT_NONE },
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{ STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
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{ STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
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{ STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
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{ STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
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{ STATE_FRONTFACE, { STATE_FRONTFACE, frontface_cc }, ARB_CLIP_CONTROL },
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{ STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL },
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{ STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
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{ STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer }, WINED3D_GL_EXT_NONE },
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{ STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
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{ STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
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{ STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
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{ STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
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{ STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
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{ STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
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@ -5449,7 +5467,7 @@ static void validate_state_table(struct StateEntry *state_table)
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STATE_VIEWPORT,
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STATE_VIEWPORT,
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STATE_LIGHT_TYPE,
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STATE_LIGHT_TYPE,
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STATE_SCISSORRECT,
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STATE_SCISSORRECT,
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STATE_FRONTFACE,
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STATE_RASTERIZER,
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STATE_POINTSPRITECOORDORIGIN,
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STATE_POINTSPRITECOORDORIGIN,
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STATE_BASEVERTEXINDEX,
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STATE_BASEVERTEXINDEX,
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STATE_FRAMEBUFFER,
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STATE_FRAMEBUFFER,
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@ -4654,8 +4654,8 @@ const char *debug_d3dstate(DWORD state)
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return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
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return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
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if (STATE_IS_MATERIAL(state))
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if (STATE_IS_MATERIAL(state))
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return "STATE_MATERIAL";
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return "STATE_MATERIAL";
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if (STATE_IS_FRONTFACE(state))
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if (STATE_IS_RASTERIZER(state))
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return "STATE_FRONTFACE";
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return "STATE_RASTERIZER";
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if (STATE_IS_POINTSPRITECOORDORIGIN(state))
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if (STATE_IS_POINTSPRITECOORDORIGIN(state))
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return "STATE_POINTSPRITECOORDORIGIN";
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return "STATE_POINTSPRITECOORDORIGIN";
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if (STATE_IS_BASEVERTEXINDEX(state))
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if (STATE_IS_BASEVERTEXINDEX(state))
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@ -55,6 +55,7 @@ enum wined3d_gl_extension
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ARB_CULL_DISTANCE,
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ARB_CULL_DISTANCE,
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ARB_DEBUG_OUTPUT,
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ARB_DEBUG_OUTPUT,
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ARB_DEPTH_BUFFER_FLOAT,
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ARB_DEPTH_BUFFER_FLOAT,
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ARB_DEPTH_CLAMP,
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ARB_DEPTH_TEXTURE,
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ARB_DEPTH_TEXTURE,
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ARB_DERIVATIVE_CONTROL,
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ARB_DERIVATIVE_CONTROL,
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ARB_DRAW_BUFFERS,
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ARB_DRAW_BUFFERS,
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@ -1639,10 +1639,10 @@ enum wined3d_pipeline
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#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
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#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
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#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
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#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
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#define STATE_FRONTFACE (STATE_MATERIAL + 1)
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#define STATE_RASTERIZER (STATE_MATERIAL + 1)
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#define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
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#define STATE_IS_RASTERIZER(a) ((a) == STATE_RASTERIZER)
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#define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
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#define STATE_POINTSPRITECOORDORIGIN (STATE_RASTERIZER + 1)
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#define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
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#define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
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#define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
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#define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
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@ -1986,6 +1986,7 @@ struct wined3d_blend_state_desc
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struct wined3d_rasterizer_state_desc
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struct wined3d_rasterizer_state_desc
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{
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{
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BOOL front_ccw;
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BOOL front_ccw;
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BOOL depth_clip;
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};
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};
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struct wined3d_sampler_desc
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struct wined3d_sampler_desc
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