wined3d: Fix the z range.

This commit is contained in:
Stefan Dösinger 2007-08-31 20:32:52 +02:00 committed by Alexandre Julliard
parent d65ae3ffe9
commit a305af0b30
3 changed files with 213 additions and 20 deletions

View File

@ -131,6 +131,12 @@ struct vertex
DWORD diffuse;
};
struct tvertex
{
float x, y, z, rhw;
DWORD diffuse;
};
struct nvertex
{
float x, y, z;
@ -1315,18 +1321,52 @@ static void texbem_test(IDirect3DDevice9 *device)
}
}
static void present_test(IDirect3DDevice9 *device)
static void z_range_test(IDirect3DDevice9 *device)
{
struct vertex quad[] =
const struct vertex quad[] =
{
{-1.0f, -1.0f, 0.9f, 0xffff0000},
{-1.0f, 1.0f, 0.9f, 0xffff0000},
{ 1.0f, -1.0f, 0.1f, 0xffff0000},
{ 1.0f, 1.0f, 0.1f, 0xffff0000},
{-1.0f, 0.0f, 1.1f, 0xffff0000},
{-1.0f, 1.0f, 1.1f, 0xffff0000},
{ 1.0f, 0.0f, -1.1f, 0xffff0000},
{ 1.0f, 1.0f, -1.1f, 0xffff0000},
};
const struct vertex quad2[] =
{
{-1.0f, 0.0f, 1.1f, 0xff0000ff},
{-1.0f, 1.0f, 1.1f, 0xff0000ff},
{ 1.0f, 0.0f, -1.1f, 0xff0000ff},
{ 1.0f, 1.0f, -1.1f, 0xff0000ff},
};
const struct tvertex quad3[] =
{
{ 0, 240, 1.1f, 1.0, 0xffffff00},
{ 0, 480, 1.1f, 1.0, 0xffffff00},
{ 640, 240, -1.1f, 1.0, 0xffffff00},
{ 640, 480, -1.1f, 1.0, 0xffffff00},
};
const struct tvertex quad4[] =
{
{ 0, 240, 1.1f, 1.0, 0xff00ff00},
{ 0, 480, 1.1f, 1.0, 0xff00ff00},
{ 640, 240, -1.1f, 1.0, 0xff00ff00},
{ 640, 480, -1.1f, 1.0, 0xff00ff00},
};
HRESULT hr;
DWORD color;
IDirect3DVertexShader9 *shader;
IDirect3DVertexDeclaration9 *decl;
const DWORD shader_code[] = {
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0xa0e40000, /* mov oD0, c0 */
0x0000ffff /* end */
};
static const D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
/* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
* then call Present. Then clear the color buffer to make sure it has some defined content
* after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
@ -1337,8 +1377,12 @@ static void present_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
@ -1348,23 +1392,137 @@ static void present_test(IDirect3DDevice9 *device)
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
if(hr == D3D_OK)
{
/* No lights are defined... That means, lit vertices should be entirely black */
/* Test the untransformed vertex path */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
/* Test the transformed vertex path */
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad4, sizeof(quad4[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad3, sizeof(quad3[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
}
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
/* Do not test the exact corner pixels, but go pretty close to them */
/* Clipped because z > 1.0 */
color = getPixelColor(device, 28, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 28, 241);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Not clipped, > z buffer clear value(0.75) */
color = getPixelColor(device, 31, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 31, 241);
ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
color = getPixelColor(device, 100, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 100, 241);
ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
/* Not clipped, < z buffer clear value */
color = getPixelColor(device, 104, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 104, 241);
ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
color = getPixelColor(device, 318, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 318, 241);
ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
/* Clipped because z < 0.0 */
color = getPixelColor(device, 321, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 321, 241);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Test the shader path */
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
if(FAILED(hr)) {
skip("Can't create test vertex shader, most likely shaders not supported\n");
goto out;
}
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_SetVertexShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
if(hr == D3D_OK)
{
float colorf[] = {1.0, 0.0, 0.0, 1.0};
float colorf2[] = {0.0, 0.0, 1.0, 1.0};
IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf, 1);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf2, 1);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
}
IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
IDirect3DVertexDeclaration9_Release(decl);
IDirect3DVertexShader9_Release(shader);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
color = getPixelColor(device, 512, 240);
ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 64, 240);
ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
/* Z < 1.0 */
color = getPixelColor(device, 28, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* 1.0 < z < 0.75 */
color = getPixelColor(device, 31, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 100, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
/* 0.75 < z < 0.0 */
color = getPixelColor(device, 104, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 318, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
/* 0.0 < z */
color = getPixelColor(device, 321, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
out:
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
}
static void fill_surface(IDirect3DSurface9 *surface, DWORD color)
@ -2266,7 +2424,7 @@ START_TEST(visual)
} else {
skip("No cube texture support\n");
}
present_test(device_ptr);
z_range_test(device_ptr);
if(caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP)
{
maxmip_test(device_ptr);

View File

@ -2615,7 +2615,23 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
/* Transformed vertices are supposed to bypass the whole transform pipeline including
* frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
* suppress depth clipping. This can be done because it is an orthogonal projection and
* the Z coordinate does not affect the size of the primitives
* the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
* Persia 3D need this.
*
* Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
* clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
* problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
* to the viewer.
*
* Also note that this breaks z comparison against z values filled in with clear,
* but no app depending on that and disabled clipping has been found yet. Comparing
* primitives against themselves works, so the Z buffer is still intact for normal hidden
* surface removal.
*
* We could disable clipping entirely by setting the near to infinity and far to -infinity,
* but this would break Z buffer operation. Raising the range to something less than
* infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
* problem either.
*/
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
if(stateblock->wineD3DDevice->render_offscreen) {
@ -2633,9 +2649,9 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
*/
TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
if(stateblock->wineD3DDevice->render_offscreen) {
glOrtho(X, X + width, -Y, -Y - height, 1.0, -1.0);
glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
} else {
glOrtho(X, X + width, Y + height, Y, 1.0, -1.0);
glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
}
}
checkGLcall("glOrtho");
@ -2661,9 +2677,16 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
divide by the Width/Height, so we need the half range(1.0) to translate by
half a pixel.
The other fun is that d3d's output z range after the transformation is [0;1],
but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
of Z buffer precision and the clear values do not match in the z test. Thus scale
[0;1] to [-1;1], so when gl undoes that we utilize the full z range
*/
glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, 0);
checkGLcall("glTranslatef (1.0 / width, -1.0 / height, 0)");
glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
glScalef(1.0, 1.0, 2.0);
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */

View File

@ -353,6 +353,13 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
* (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
*/
shader_addline(&buffer, "gl_Position.y = gl_Position.y * posFixup[1];\n");
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
*
* Basically we want(in homogenous coordinates) z = z * 2 - 1. However, shaders are run
* before the homogenous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
* which is the same as z = z / 2 - w.
*/
shader_addline(&buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
shader_addline(&buffer, "}\n");
@ -368,6 +375,7 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
/* Create the hw ARB shader */
shader_addline(&buffer, "!!ARBvp1.0\n");
shader_addline(&buffer, "PARAM zfixup = { 2.0, -1.0, 0.0, 0.0 };\n");
/* Mesa supports only 95 constants */
if (GL_VEND(MESA) || GL_VEND(WINE))
@ -399,6 +407,10 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
* (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
*/
shader_addline(&buffer, "MUL TMP_OUT.y, TMP_OUT.y, posFixup.y;\n");
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
* and the glsl equivalent
*/
shader_addline(&buffer, "MAD TMP_OUT.z, TMP_OUT.z, zfixup.x, -TMP_OUT.w;\n");
shader_addline(&buffer, "MOV result.position, TMP_OUT;\n");