wined3d: Disable vertex shader output clamping.

It looks like NV50+ hardware gets you infinities and NaN's in D3D as well for
most things, so we should only need special handling for pow and nrm.
This commit is contained in:
Henri Verbeet 2011-01-24 18:41:16 +01:00 committed by Alexandre Julliard
parent 361bb1f218
commit 91ac0c37b1
2 changed files with 30 additions and 39 deletions

View File

@ -11233,8 +11233,9 @@ static void fp_special_test(IDirect3DDevice9 *device)
const char *name;
const DWORD *ops;
DWORD size;
D3DCOLOR color1;
D3DCOLOR color2;
D3DCOLOR r600;
D3DCOLOR nv40;
D3DCOLOR nv50;
}
vs_body[] =
{
@ -11248,26 +11249,15 @@ static void fp_special_test(IDirect3DDevice9 *device)
* component, but here 0.0 also results in 0x00. The actual value is
* written to the blue component.
*
* There are at least two different ways for D3D implementations to
* handle this. AMD seems to stick mostly to the D3D documentation,
* and doesn't generate floating point specials in the first place.
* Note that that doesn't just apply to functions like rcp and rsq,
* but also basic mul, add, etc. nVidia seems to generate infinities,
* but then clamp them before sending them to the interpolators. In
* OpenGL these aren't clamped, and interpolating them generates NANs
* in the fragment shader, unless flat shading is used (essentially
* replicating the values instead of interpolating them).
*
* I can't currently explain the nVidia results for pow and nrm.
* They're not specials in the vertex shader, but look like -INF in
* the pixel shader. */
{"log", vs_log, sizeof(vs_log), 0x00000000 /* -FLT_MAX */, 0x00ff0000 /* clamp(-INF) */},
{"pow", vs_pow, sizeof(vs_pow), 0x000000ff /* +FLT_MAX */, 0x0000ff00 /* ??? */},
{"nrm", vs_nrm, sizeof(vs_nrm), 0x00ff0000 /* 0.0 */, 0x0000ff00 /* ??? */},
{"rcp1", vs_rcp1, sizeof(vs_rcp1), 0x000000ff /* +FLT_MAX */, 0x00ff00ff /* clamp(+INF) */},
{"rcp2", vs_rcp2, sizeof(vs_rcp2), 0x00000000 /* -FLT_MAX */, 0x00ff0000 /* clamp(-INF) */},
{"rsq1", vs_rsq1, sizeof(vs_rsq1), 0x000000ff /* +FLT_MAX */, 0x00ff00ff /* clamp(+INF) */},
{"rsq2", vs_rsq2, sizeof(vs_rsq2), 0x000000ff /* +FLT_MAX */, 0x00ff00ff /* clamp(+INF) */},
* There are considerable differences between graphics cards in how
* these are handled, but pow and nrm never generate INF or NAN. */
{"log", vs_log, sizeof(vs_log), 0x00000000, 0x00ff0000, 0x00ff7f00},
{"pow", vs_pow, sizeof(vs_pow), 0x000000ff, 0x0000ff00, 0x000000ff},
{"nrm", vs_nrm, sizeof(vs_nrm), 0x00ff0000, 0x0000ff00, 0x00ff0000},
{"rcp1", vs_rcp1, sizeof(vs_rcp1), 0x000000ff, 0x00ff00ff, 0x00ff7f00},
{"rcp2", vs_rcp2, sizeof(vs_rcp2), 0x00000000, 0x00ff0000, 0x00ff7f00},
{"rsq1", vs_rsq1, sizeof(vs_rsq1), 0x000000ff, 0x00ff00ff, 0x00ff7f00},
{"rsq2", vs_rsq2, sizeof(vs_rsq2), 0x000000ff, 0x00ff00ff, 0x00ff7f00},
};
static const DWORD ps_code[] =
@ -11371,9 +11361,11 @@ static void fp_special_test(IDirect3DDevice9 *device)
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, vs_body[i].color1, 1) || color_match(color, vs_body[i].color2, 1),
"Expected color 0x%08x or 0x%08x for instruction \"%s\", got 0x%08x.\n",
vs_body[i].color1, vs_body[i].color2, vs_body[i].name, color);
ok(color_match(color, vs_body[i].r600, 1)
|| color_match(color, vs_body[i].nv40, 1)
|| color_match(color, vs_body[i].nv50, 1),
"Expected color 0x%08x, 0x%08x or 0x%08x for instruction \"%s\", got 0x%08x.\n",
vs_body[i].r600, vs_body[i].nv40, vs_body[i].nv50, vs_body[i].name, color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);

View File

@ -2222,13 +2222,13 @@ static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
if (dst_size > 1)
{
shader_addline(buffer, "vec%u(pow(abs(%s), %s)));\n",
dst_size, src0_param.param_str, src1_param.param_str);
shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
}
else
{
shader_addline(buffer, "pow(abs(%s), %s));\n",
src0_param.param_str, src1_param.param_str);
shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
src1_param.param_str, src0_param.param_str, src1_param.param_str);
}
}
@ -3799,7 +3799,7 @@ static void handle_ps3_input(struct wined3d_shader_buffer *buffer,
set[in_idx] = mask;
shader_glsl_write_mask_to_str(mask, reg_mask);
shader_addline(buffer, "%s%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
destination, reg_mask, j, reg_mask);
}
}
@ -3847,7 +3847,6 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
shader_buffer_clear(buffer);
shader_addline(buffer, "#version 120\n");
shader_addline(buffer, "const float FLT_MAX = 1e38;\n");
if (ps_major < 3)
{
@ -3867,15 +3866,15 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
{
if (!semantic_idx)
shader_addline(buffer, "gl_FrontColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n",
reg_mask, i, reg_mask);
else if (semantic_idx == 1)
shader_addline(buffer, "gl_FrontSecondaryColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
reg_mask, i, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
{
shader_addline(buffer, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
reg_mask, i, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
@ -3885,7 +3884,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
write_mask |= WINED3DSP_WRITEMASK_3;
shader_addline(buffer, "gl_TexCoord[%u]%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
semantic_idx, reg_mask, i, reg_mask);
if (!(write_mask & WINED3DSP_WRITEMASK_3))
shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
@ -3893,11 +3892,11 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
}
else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
{
shader_addline(buffer, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
}
else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
{
shader_addline(buffer, "gl_FogFragCoord = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
}
}
shader_addline(buffer, "}\n");
@ -3919,12 +3918,12 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
{
shader_addline(buffer, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n",
reg_mask, i, reg_mask);
}
else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
{
shader_addline(buffer, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
shader_addline(buffer, "gl_PointSize = OUT[%u].%c;\n", i, reg_mask[1]);
}
}