wined3d: Fix WINED3DRS_DEPTHBIAS handling.

This commit is contained in:
Henri Verbeet 2009-12-30 19:33:43 +01:00 committed by Alexandre Julliard
parent 14da44aa36
commit 2c0edb94e3
1 changed files with 22 additions and 8 deletions

View File

@ -1666,19 +1666,33 @@ static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
}
}
/* The Direct3D depth bias is specified in normalized depth coordinates. In
* OpenGL the bias is specified in units of "the smallest value that is
* guaranteed to produce a resolvable offset for a given implementation". To
* convert from D3D to GL we need to divide the D3D depth bias by that value.
* There's no practical way to retrieve that value from a given GL
* implementation, but the D3D application has essentially the same problem,
* which makes a guess of 1e-6f seem reasonable here. Note that
* SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
* need to be scaled. */
static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
union {
DWORD d;
float f;
} tmpvalue;
if (stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]
|| stateblock->renderState[WINED3DRS_DEPTHBIAS])
{
union
{
DWORD d;
float f;
} scale_bias, const_bias;
scale_bias.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
const_bias.d = stateblock->renderState[WINED3DRS_DEPTHBIAS];
if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
glEnable(GL_POLYGON_OFFSET_FILL);
checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
checkGLcall("glPolygonOffset(...)");
} else {
glDisable(GL_POLYGON_OFFSET_FILL);