diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index e90b315b182..545f441c270 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -4888,6 +4888,107 @@ void test_vshader_input(IDirect3DDevice9 *device) IDirect3DVertexDeclaration9_Release(decl_color_float); } +static void fog_srgbwrite_test(IDirect3DDevice9 *device) +{ + /* Draw a black quad, half fogged with white fog -> grey color. Enable sRGB writing. + * if sRGB writing is applied before fogging, the 0.0 will be multiplied with ~ 12.92, so still + * stay 0.0. After that the fog gives 0.5. If sRGB writing is applied after fogging, the + * 0.5 will run through the alternative path(0^5 ^ 0.41666 * 1.055 - 0.055), resulting in approx. + * 0.73 + * + * At the time of this writing, wined3d could not apply sRGB correction to fixed function rendering, + * so use shaders for this task + */ + IDirect3DPixelShader9 *pshader; + IDirect3DVertexShader9 *vshader; + IDirect3D9 *d3d; + DWORD vshader_code[] = { + 0xfffe0101, /* vs_1_1 */ + 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ + 0x00000051, 0xa00f0000, 0x3f000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.5, 0.0, 0.0, 0.0 */ + 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ + 0x00000001, 0xc00f0001, 0xa0000000, /* mov oFog, c0.x */ + 0x0000ffff /* end */ + }; + DWORD pshader_code[] = { + 0xffff0101, /* ps_1_1 */ + 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0 */ + 0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */ + 0x0000ffff /* end */ + }; + const float quad[] = { + -1.0, -1.0, 0.1, + 1.0, -1.0, 0.1, + -1.0, 1.0, 0.1, + 1.0, 1.0, 0.1 + }; + HRESULT hr; + DWORD color; + + IDirect3DDevice9_GetDirect3D(device, &d3d); + if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, + D3DUSAGE_RENDERTARGET | D3DUSAGE_QUERY_SRGBWRITE, + D3DRTYPE_SURFACE, D3DFMT_A8R8G8B8) != D3D_OK) { + skip("No SRGBWRITEENABLE support on D3DFMT_X8R8G8B8\n"); + IDirect3D9_Release(d3d); + return; + } + IDirect3D9_Release(d3d); + + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0); + ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xffffffff); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader); + ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code, &pshader); + ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); + ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetVertexShader(device, vshader); + ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetPixelShader(device, pshader); + ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_BeginScene(device); + ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %s\n", DXGetErrorString9(hr)); + if(SUCCEEDED(hr)) { + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 3); + ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + + hr = IDirect3DDevice9_EndScene(device); + ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %s\n", DXGetErrorString9(hr)); + } + + hr = IDirect3DDevice9_SetVertexShader(device, NULL); + ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetPixelShader(device, NULL); + ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %s\n", DXGetErrorString9(hr)); + IDirect3DPixelShader9_Release(pshader); + IDirect3DVertexShader9_Release(vshader); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); + color = getPixelColor(device, 160, 360); + ok(color == 0x00808080 || color == 0x007f7f7f || color == 0x00818181, + "Fog with D3DRS_SRGBWRITEENABLE returned color 0x%08x, expected 0x00808080\n", color); +} + START_TEST(visual) { IDirect3DDevice9 *device_ptr; @@ -4988,6 +5089,7 @@ START_TEST(visual) if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1) && caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) { fog_with_shader_test(device_ptr); + fog_srgbwrite_test(device_ptr); } else skip("No vs_1_1 and ps_1_1 support\n"); diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index a131439a5c1..c49f5145fa5 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -286,6 +286,7 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader( IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; SHADER_BUFFER buffer; + const char *fragcolor; #if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */ @@ -341,27 +342,12 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader( shader_addline(&buffer, "gl_FragColor = R0;\n"); } - /* Pixel shader < 3.0 do not replace the fog stage. - * This implements linear fog computation and blending. - * TODO: non linear fog - * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but - * -1/(e-s) and e/(e-s) respectively. - */ - if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) { - shader_addline(&buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n"); - if(GL_SUPPORT(ARB_DRAW_BUFFERS)) - shader_addline(&buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n"); - else - shader_addline(&buffer, "gl_FragColor.xyz = mix(gl_Fog.color.xyz, gl_FragColor.xyz, Fog);\n"); + if(GL_SUPPORT(ARB_DRAW_BUFFERS)) { + fragcolor = "gl_FragData[0]"; + } else { + fragcolor = "gl_FragColor"; } if(This->srgb_enabled) { - const char *fragcolor; - - if(GL_SUPPORT(ARB_DRAW_BUFFERS)) { - fragcolor = "gl_FragData[0]"; - } else { - fragcolor = "gl_FragColor"; - } shader_addline(&buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n", fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high, srgb_sub_high, srgb_sub_high, srgb_sub_high); @@ -371,6 +357,16 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader( shader_addline(&buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor); shader_addline(&buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor); } + /* Pixel shader < 3.0 do not replace the fog stage. + * This implements linear fog computation and blending. + * TODO: non linear fog + * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but + * -1/(e-s) and e/(e-s) respectively. + */ + if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) { + shader_addline(&buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n"); + shader_addline(&buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor); + } shader_addline(&buffer, "}\n"); @@ -413,48 +409,34 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader( */ shader_addline(&buffer, "MAD_SAT TMP_FOG, fragment.fogcoord, state.fog.params.y, state.fog.params.z;\n"); + if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) { + fragcolor = "R0"; + } else { + fragcolor = "TMP_COLOR"; + } if(This->srgb_enabled) { - const char *color_reg; - - if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) { - color_reg = "R0"; - } else { - color_reg = "TMP_COLOR"; - } - - if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) { - shader_addline(&buffer, "LRP R0.rgb, TMP_FOG.x, R0, state.fog.color;\n"); - shader_addline(&buffer, "MOV result.color.a, R0.a;\n"); - } else { - shader_addline(&buffer, "LRP TMP_COLOR.rgb, TMP_FOG.x, TMP_COLOR, state.fog.color;\n"); - shader_addline(&buffer, "MOV result.color.a, TMP_COLOR.a;\n"); - } /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */ /* Calculate the > 0.0031308 case */ - shader_addline(&buffer, "POW TMP.x, %s.x, srgb_pow.x;\n", color_reg); - shader_addline(&buffer, "POW TMP.y, %s.y, srgb_pow.y;\n", color_reg); - shader_addline(&buffer, "POW TMP.z, %s.z, srgb_pow.z;\n", color_reg); + shader_addline(&buffer, "POW TMP.x, %s.x, srgb_pow.x;\n", fragcolor); + shader_addline(&buffer, "POW TMP.y, %s.y, srgb_pow.y;\n", fragcolor); + shader_addline(&buffer, "POW TMP.z, %s.z, srgb_pow.z;\n", fragcolor); shader_addline(&buffer, "MUL TMP, TMP, srgb_mul_hi;\n"); shader_addline(&buffer, "SUB TMP, TMP, srgb_sub_hi;\n"); /* Calculate the < case */ - shader_addline(&buffer, "MUL TMP2, srgb_mul_low, %s;\n", color_reg); + shader_addline(&buffer, "MUL TMP2, srgb_mul_low, %s;\n", fragcolor); /* Get 1.0 / 0.0 masks for > 0.0031308 and < 0.0031308 */ - shader_addline(&buffer, "SLT TA, srgb_comparison, %s;\n", color_reg); - shader_addline(&buffer, "SGE TB, srgb_comparison, %s;\n", color_reg); + shader_addline(&buffer, "SLT TA, srgb_comparison, %s;\n", fragcolor); + shader_addline(&buffer, "SGE TB, srgb_comparison, %s;\n", fragcolor); /* Store the components > 0.0031308 in the destination */ - shader_addline(&buffer, "MUL %s, TMP, TA;\n", color_reg); + shader_addline(&buffer, "MUL %s, TMP, TA;\n", fragcolor); /* Add the components that are < 0.0031308 */ - shader_addline(&buffer, "MAD result.color.xyz, TMP2, TB, %s;\n", color_reg); + shader_addline(&buffer, "MAD result.color.xyz, TMP2, TB, %s;\n", fragcolor); /* [0.0;1.0] clamping. Not needed, this is done implicitly */ - } else { - if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) { - shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, R0, state.fog.color;\n"); - shader_addline(&buffer, "MOV result.color.a, R0.a;\n"); - } else { - shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, TMP_COLOR, state.fog.color;\n"); - shader_addline(&buffer, "MOV result.color.a, TMP_COLOR.a;\n"); - } + } + if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) { + shader_addline(&buffer, "LRP result.color.rgb, TMP_FOG.x, %s, state.fog.color;\n", fragcolor); + shader_addline(&buffer, "MOV result.color.a, %s.a;\n", fragcolor); } shader_addline(&buffer, "END\n");