wined3d: Fog is applied after sRGB correction.
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@ -4888,6 +4888,107 @@ void test_vshader_input(IDirect3DDevice9 *device)
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IDirect3DVertexDeclaration9_Release(decl_color_float);
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}
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static void fog_srgbwrite_test(IDirect3DDevice9 *device)
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{
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/* Draw a black quad, half fogged with white fog -> grey color. Enable sRGB writing.
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* if sRGB writing is applied before fogging, the 0.0 will be multiplied with ~ 12.92, so still
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* stay 0.0. After that the fog gives 0.5. If sRGB writing is applied after fogging, the
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* 0.5 will run through the alternative path(0^5 ^ 0.41666 * 1.055 - 0.055), resulting in approx.
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* 0.73
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*
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* At the time of this writing, wined3d could not apply sRGB correction to fixed function rendering,
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* so use shaders for this task
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*/
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IDirect3DPixelShader9 *pshader;
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IDirect3DVertexShader9 *vshader;
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IDirect3D9 *d3d;
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DWORD vshader_code[] = {
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0xfffe0101, /* vs_1_1 */
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0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x00000051, 0xa00f0000, 0x3f000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.5, 0.0, 0.0, 0.0 */
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0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x00000001, 0xc00f0001, 0xa0000000, /* mov oFog, c0.x */
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0x0000ffff /* end */
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};
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DWORD pshader_code[] = {
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0xffff0101, /* ps_1_1 */
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0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0 */
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0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
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0x0000ffff /* end */
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};
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const float quad[] = {
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-1.0, -1.0, 0.1,
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1.0, -1.0, 0.1,
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-1.0, 1.0, 0.1,
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1.0, 1.0, 0.1
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};
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HRESULT hr;
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DWORD color;
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IDirect3DDevice9_GetDirect3D(device, &d3d);
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if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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D3DUSAGE_RENDERTARGET | D3DUSAGE_QUERY_SRGBWRITE,
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D3DRTYPE_SURFACE, D3DFMT_A8R8G8B8) != D3D_OK) {
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skip("No SRGBWRITEENABLE support on D3DFMT_X8R8G8B8\n");
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IDirect3D9_Release(d3d);
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return;
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}
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IDirect3D9_Release(d3d);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xffffffff);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code, &pshader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetVertexShader(device, vshader);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetPixelShader(device, pshader);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr));
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if(SUCCEEDED(hr)) {
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 3);
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ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr));
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}
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hr = IDirect3DDevice9_SetVertexShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr));
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IDirect3DPixelShader9_Release(pshader);
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IDirect3DVertexShader9_Release(vshader);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
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color = getPixelColor(device, 160, 360);
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ok(color == 0x00808080 || color == 0x007f7f7f || color == 0x00818181,
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"Fog with D3DRS_SRGBWRITEENABLE returned color 0x%08x, expected 0x00808080\n", color);
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}
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START_TEST(visual)
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{
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IDirect3DDevice9 *device_ptr;
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@ -4988,6 +5089,7 @@ START_TEST(visual)
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if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1) && caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
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{
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fog_with_shader_test(device_ptr);
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fog_srgbwrite_test(device_ptr);
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}
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else skip("No vs_1_1 and ps_1_1 support\n");
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@ -286,6 +286,7 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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SHADER_BUFFER buffer;
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const char *fragcolor;
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#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
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it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
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@ -341,27 +342,12 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
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shader_addline(&buffer, "gl_FragColor = R0;\n");
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}
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/* Pixel shader < 3.0 do not replace the fog stage.
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* This implements linear fog computation and blending.
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* TODO: non linear fog
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* NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
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* -1/(e-s) and e/(e-s) respectively.
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*/
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if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
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shader_addline(&buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
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if(GL_SUPPORT(ARB_DRAW_BUFFERS))
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shader_addline(&buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
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else
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shader_addline(&buffer, "gl_FragColor.xyz = mix(gl_Fog.color.xyz, gl_FragColor.xyz, Fog);\n");
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if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
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fragcolor = "gl_FragData[0]";
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} else {
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fragcolor = "gl_FragColor";
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}
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if(This->srgb_enabled) {
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const char *fragcolor;
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if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
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fragcolor = "gl_FragData[0]";
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} else {
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fragcolor = "gl_FragColor";
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}
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shader_addline(&buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
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fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
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srgb_sub_high, srgb_sub_high, srgb_sub_high);
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@ -371,6 +357,16 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
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shader_addline(&buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
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shader_addline(&buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
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}
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/* Pixel shader < 3.0 do not replace the fog stage.
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* This implements linear fog computation and blending.
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* TODO: non linear fog
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* NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
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* -1/(e-s) and e/(e-s) respectively.
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*/
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if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
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shader_addline(&buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
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shader_addline(&buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
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}
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shader_addline(&buffer, "}\n");
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@ -413,48 +409,34 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
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*/
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shader_addline(&buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n");
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if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
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fragcolor = "R0";
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} else {
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fragcolor = "TMP_COLOR";
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}
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if(This->srgb_enabled) {
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const char *color_reg;
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if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
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color_reg = "R0";
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} else {
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color_reg = "TMP_COLOR";
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}
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if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
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shader_addline(&buffer, "LRP R0.rgb, TMP_FOG.x, R0, state.fog.color;\n");
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shader_addline(&buffer, "MOV result.color.a, R0.a;\n");
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} else {
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shader_addline(&buffer, "LRP TMP_COLOR.rgb, TMP_FOG.x, TMP_COLOR, state.fog.color;\n");
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shader_addline(&buffer, "MOV result.color.a, TMP_COLOR.a;\n");
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}
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/* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
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/* Calculate the > 0.0031308 case */
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shader_addline(&buffer, "POW TMP.x, %s.x, srgb_pow.x;\n", color_reg);
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shader_addline(&buffer, "POW TMP.y, %s.y, srgb_pow.y;\n", color_reg);
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shader_addline(&buffer, "POW TMP.z, %s.z, srgb_pow.z;\n", color_reg);
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shader_addline(&buffer, "POW TMP.x, %s.x, srgb_pow.x;\n", fragcolor);
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shader_addline(&buffer, "POW TMP.y, %s.y, srgb_pow.y;\n", fragcolor);
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shader_addline(&buffer, "POW TMP.z, %s.z, srgb_pow.z;\n", fragcolor);
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shader_addline(&buffer, "MUL TMP, TMP, srgb_mul_hi;\n");
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shader_addline(&buffer, "SUB TMP, TMP, srgb_sub_hi;\n");
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/* Calculate the < case */
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shader_addline(&buffer, "MUL TMP2, srgb_mul_low, %s;\n", color_reg);
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shader_addline(&buffer, "MUL TMP2, srgb_mul_low, %s;\n", fragcolor);
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/* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */
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shader_addline(&buffer, "SLT TA, srgb_comparison, %s;\n", color_reg);
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shader_addline(&buffer, "SGE TB, srgb_comparison, %s;\n", color_reg);
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shader_addline(&buffer, "SLT TA, srgb_comparison, %s;\n", fragcolor);
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shader_addline(&buffer, "SGE TB, srgb_comparison, %s;\n", fragcolor);
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/* Store the components > 0.0031308 in the destination */
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shader_addline(&buffer, "MUL %s, TMP, TA;\n", color_reg);
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shader_addline(&buffer, "MUL %s, TMP, TA;\n", fragcolor);
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/* Add the components that are < 0.0031308 */
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shader_addline(&buffer, "MAD result.color.xyz, TMP2, TB, %s;\n", color_reg);
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shader_addline(&buffer, "MAD result.color.xyz, TMP2, TB, %s;\n", fragcolor);
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/* [0.0;1.0] clamping. Not needed, this is done implicitly */
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} else {
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if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
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shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, R0, state.fog.color;\n");
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shader_addline(&buffer, "MOV result.color.a, R0.a;\n");
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} else {
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shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, TMP_COLOR, state.fog.color;\n");
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shader_addline(&buffer, "MOV result.color.a, TMP_COLOR.a;\n");
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}
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}
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if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
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shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor);
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shader_addline(&buffer, "MOV result.color.a, %s.a;\n", fragcolor);
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}
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shader_addline(&buffer, "END\n");
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