wined3d: Emulate fractional viewports if GL doesn't support them.
This allows test_fractional_viewports to pass regardless of GL capabilies. I don't think we can get rid of WINED3D_PIXEL_CENTER_INTEGER (and add +0.5 in the client libs) due to vpos in d3d9 shaders. Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -991,6 +991,7 @@ static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info)
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static void quirk_broken_viewport_subpixel_bits(struct wined3d_gl_info *gl_info)
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{
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gl_info->limits.viewport_subpixel_bits = 0;
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if (gl_info->supported[ARB_CLIP_CONTROL])
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{
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TRACE("Disabling ARB_clip_control.\n");
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@ -3655,6 +3656,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
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TRACE("Disabling ARB_clip_control because viewport subpixel bits < 8.\n");
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gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
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}
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gl_info->limits.viewport_subpixel_bits = subpixel_bits;
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}
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if (gl_info->supported[ARB_CLIP_CONTROL] && !gl_info->supported[ARB_VIEWPORT_ARRAY])
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{
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@ -5141,6 +5143,7 @@ static void wined3d_adapter_gl_init_d3d_info(struct wined3d_adapter_gl *adapter_
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d3d_info->full_ffp_varyings = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_FULL_FFP_VARYINGS);
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d3d_info->scaled_resolve = !!gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE_BLIT_SCALED];
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d3d_info->pbo = !!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT];
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d3d_info->subpixel_viewport = gl_info->limits.viewport_subpixel_bits >= 8;
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d3d_info->feature_level = feature_level_from_caps(gl_info, &shader_caps, &fragment_caps);
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d3d_info->filling_convention_offset = gl_info->filling_convention_offset;
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@ -2257,6 +2257,7 @@ static void wined3d_adapter_vk_init_d3d_info(struct wined3d_adapter_vk *adapter_
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d3d_info->scaled_resolve = false;
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d3d_info->pbo = true;
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d3d_info->feature_level = feature_level_from_caps(&shader_caps);
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d3d_info->subpixel_viewport = true;
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/* Like GL, Vulkan doesn't explicitly specify a filling convention and only mandates that a
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* shared edge of two adjacent triangles generate a fragment for exactly one of the triangles.
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@ -4208,6 +4208,22 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
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viewports[i * 4 + 1] = vp[i].y;
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viewports[i * 4 + 2] = vp[i].width;
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viewports[i * 4 + 3] = vp[i].height;
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/* Don't pass fractionals to GL if we earlier decided not to use
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* this functionality for two reasons: First, GL might offer us
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* fewer than 8 bits, and still make use of the fractional, in
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* addition to the emulation we apply in shader_get_position_fixup.
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* Second, even if GL tells us it has no subpixel precision (Mac OS!)
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* it might still do something with the fractional amount, e.g.
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* round it upwards. I can't find any info on rounding in
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* GL_ARB_viewport_array. */
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if (!context->d3d_info->subpixel_viewport)
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{
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viewports[i * 4] = floor(viewports[i * 4]);
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viewports[i * 4 + 1] = floor(viewports[i * 4 + 1]);
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viewports[i * 4 + 2] = floor(viewports[i * 4 + 2]);
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viewports[i * 4 + 3] = floor(viewports[i * 4 + 3]);
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}
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}
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if (context->viewport_count > state->viewport_count)
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@ -240,6 +240,7 @@ struct wined3d_d3d_info
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uint32_t full_ffp_varyings : 1;
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uint32_t scaled_resolve : 1;
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uint32_t pbo : 1;
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uint32_t subpixel_viewport : 1;
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enum wined3d_feature_level feature_level;
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DWORD multisample_draw_location;
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@ -3237,6 +3238,7 @@ struct wined3d_gl_limits
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unsigned int framebuffer_width;
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unsigned int framebuffer_height;
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unsigned int viewport_subpixel_bits;
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UINT glsl_varyings;
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UINT glsl_vs_float_constants;
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@ -5771,7 +5773,7 @@ static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
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static inline void shader_get_position_fixup(const struct wined3d_context *context,
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const struct wined3d_state *state, unsigned int fixup_count, float *position_fixup)
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{
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float center_offset;
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float center_offset, x = 0.0f, y = 0.0f;
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unsigned int i;
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/* See get_projection_matrix() in utils.c for a discussion of the position fixup.
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@ -5788,8 +5790,14 @@ static inline void shader_get_position_fixup(const struct wined3d_context *conte
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{
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position_fixup[4 * i ] = 1.0f;
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position_fixup[4 * i + 1] = 1.0f;
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position_fixup[4 * i + 2] = center_offset / state->viewports[i].width;
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position_fixup[4 * i + 3] = -center_offset / state->viewports[i].height;
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if (!context->d3d_info->subpixel_viewport)
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{
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double dummy;
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x = modf(state->viewports[i].x, &dummy) * 2.0f;
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y = modf(state->viewports[i].y, &dummy) * 2.0f;
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}
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position_fixup[4 * i + 2] = (center_offset + x) / state->viewports[i].width;
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position_fixup[4 * i + 3] = -(center_offset + y) / state->viewports[i].height;
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if (context->render_offscreen)
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{
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