wined3d: Work around broken FFP fog with ARB shaders.

This commit is contained in:
Stefan Dösinger 2013-06-18 16:17:19 +02:00 committed by Alexandre Julliard
parent b648b74191
commit 22319c7f9e
3 changed files with 148 additions and 7 deletions

View File

@ -278,6 +278,7 @@ struct shader_arb_ctx_priv
BOOL muted;
unsigned int num_loops, loop_depth, num_ifcs;
int aL;
BOOL custom_linear_fog;
unsigned int vs_clipplanes;
BOOL footer_written;
@ -1160,7 +1161,8 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
break;
case WINED3DSPR_COLOROUT:
if (ctx->cur_ps_args->super.srgb_correction && !reg->idx[0].offset)
if ((ctx->cur_ps_args->super.srgb_correction || ctx->custom_linear_fog)
&& !reg->idx[0].offset)
{
strcpy(register_name, "TMP_COLOR");
}
@ -3559,6 +3561,14 @@ static void init_ps_input(const struct wined3d_shader *shader,
}
}
static void arbfp_add_linear_fog(struct wined3d_shader_buffer *buffer,
const char *fragcolor, const char *tmp)
{
shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
}
/* Context activation is done by the caller. */
static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
@ -3622,6 +3632,7 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
init_ps_input(shader, args, &priv_ctx);
list_init(&priv_ctx.control_frames);
priv_ctx.custom_linear_fog = FALSE;
/* Avoid enabling NV_fragment_program* if we do not need it.
*
@ -3674,6 +3685,11 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
case WINED3D_FFP_PS_FOG_OFF:
break;
case WINED3D_FFP_PS_FOG_LINEAR:
if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
{
priv_ctx.custom_linear_fog = TRUE;
break;
}
shader_addline(buffer, "OPTION ARB_fog_linear;\n");
break;
case WINED3D_FFP_PS_FOG_EXP:
@ -3703,7 +3719,7 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
}
else
{
if (args->super.srgb_correction)
if (args->super.srgb_correction || priv_ctx.custom_linear_fog)
{
if (shader->u.ps.color0_mov)
{
@ -3854,6 +3870,9 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
priv_ctx.target_version >= NV2);
}
if (priv_ctx.custom_linear_fog)
arbfp_add_linear_fog(buffer, fragcolor, "TA");
if(strcmp(fragcolor, "result.color")) {
shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
}
@ -6147,6 +6166,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
BOOL op_equal;
const char *final_combiner_src = "ret";
GLint pos;
BOOL custom_linear_fog = FALSE;
/* Find out which textures are read */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
@ -6219,7 +6239,15 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
switch (settings->fog)
{
case WINED3D_FFP_PS_FOG_OFF: break;
case WINED3D_FFP_PS_FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
case WINED3D_FFP_PS_FOG_LINEAR:
if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
{
custom_linear_fog = TRUE;
break;
}
shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
break;
case WINED3D_FFP_PS_FOG_EXP: shader_addline(&buffer, "OPTION ARB_fog_exp;\n"); break;
case WINED3D_FFP_PS_FOG_EXP2: shader_addline(&buffer, "OPTION ARB_fog_exp2;\n"); break;
default: FIXME("Unexpected fog setting %d\n", settings->fog);
@ -6384,12 +6412,19 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
}
}
if(settings->sRGB_write) {
if (settings->sRGB_write || custom_linear_fog)
{
shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
if (settings->sRGB_write)
arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
if (custom_linear_fog)
arbfp_add_linear_fog(&buffer, "ret", "arg0");
shader_addline(&buffer, "MOV result.color, ret;\n");
} else {
shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
}
else
{
shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n",
final_combiner_src);
}
/* Footer */

View File

@ -791,6 +791,101 @@ static BOOL match_r200(const struct wined3d_gl_info *gl_info, const char *gl_ren
return FALSE;
}
static BOOL match_broken_arb_fog(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
{
DWORD data[4];
GLuint tex, fbo;
GLenum status;
float color[4] = {0.0f, 1.0f, 0.0f, 0.0f};
GLuint prog;
GLint err_pos;
static const char *program_code =
"!!ARBfp1.0\n"
"OPTION ARB_fog_linear;\n"
"MOV result.color, {1.0, 0.0, 0.0, 0.0};\n"
"END\n";
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
return FALSE;
if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
return FALSE;
gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 4, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
checkGLcall("glTexImage2D");
gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
checkGLcall("glFramebufferTexture2D");
status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
checkGLcall("glCheckFramebufferStatus");
gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
checkGLcall("glClear");
gl_info->gl_ops.gl.p_glViewport(0, 0, 4, 1);
checkGLcall("glViewport");
gl_info->gl_ops.gl.p_glEnable(GL_FOG);
gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, 0.5f);
gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, 0.5f);
gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, color);
checkGLcall("fog setup");
GL_EXTCALL(glGenProgramsARB(1, &prog));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog));
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(program_code), program_code));
gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("Test fragment program setup");
gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &err_pos);
if (err_pos != -1)
{
const char *error_str;
error_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB);
FIXME("Fog test program error at position %d: %s\n\n", err_pos, debugstr_a(error_str));
}
gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
gl_info->gl_ops.gl.p_glVertex3f( 1.0f, -1.0f, 1.0f);
gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
gl_info->gl_ops.gl.p_glVertex3f( 1.0f, 1.0f, 1.0f);
gl_info->gl_ops.gl.p_glEnd();
checkGLcall("ARBfp fog test draw");
gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
checkGLcall("glGetTexImage");
data[0] &= 0x00ffffff;
data[1] &= 0x00ffffff;
data[2] &= 0x00ffffff;
data[3] &= 0x00ffffff;
gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
gl_info->gl_ops.gl.p_glDisable(GL_FOG);
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
GL_EXTCALL(glDeleteProgramsARB(1, &prog));
checkGLcall("ARBfp fog test teardown");
TRACE("Fog test data: %08x %08x %08x %08x\n", data[0], data[1], data[2], data[3]);
return data[0] != 0x00ff0000 || data[3] != 0x0000ff00;
}
static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
{
/* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
@ -914,6 +1009,11 @@ static void quirk_r200_constants(struct wined3d_gl_info *gl_info)
gl_info->reserved_arb_constants = max(gl_info->reserved_arb_constants, 1);
}
static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info)
{
gl_info->quirks |= WINED3D_QUIRK_BROKEN_ARB_FOG;
}
struct driver_quirk
{
BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
@ -999,6 +1099,11 @@ static const struct driver_quirk quirk_table[] =
quirk_r200_constants,
"r200 vertex shader constants"
},
{
match_broken_arb_fog,
quirk_broken_arb_fog,
"ARBfp fogstart == fogend workaround"
},
};
/* Certain applications (Steam) complain if we report an outdated driver version. In general,

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@ -62,6 +62,7 @@
#define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
#define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
#define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
#define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
/* Texture format fixups */