wined3d: Not all cards support float16 filtering.
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@ -273,23 +273,23 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
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/* Float */
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{WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
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GL_RED, GL_HALF_FLOAT_ARB,
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WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
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WINED3DFMT_FLAG_RENDERTARGET,
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ARB_TEXTURE_FLOAT},
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{WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
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GL_RED, GL_HALF_FLOAT_ARB,
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WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
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WINED3DFMT_FLAG_RENDERTARGET,
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ARB_TEXTURE_RG},
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{WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
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GL_RGB, GL_HALF_FLOAT_ARB,
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WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
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WINED3DFMT_FLAG_RENDERTARGET,
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ARB_TEXTURE_FLOAT},
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{WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
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GL_RG, GL_HALF_FLOAT_ARB,
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WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
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WINED3DFMT_FLAG_RENDERTARGET,
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ARB_TEXTURE_RG},
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{WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
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GL_RGBA, GL_HALF_FLOAT_ARB,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
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WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
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ARB_TEXTURE_FLOAT},
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/* Palettized formats */
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{WINED3DFMT_P8, GL_RGBA, GL_RGBA, 0,
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@ -770,6 +770,176 @@ static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info)
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return TRUE;
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}
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static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
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{
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
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return TRUE;
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}
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/* A context is provided by the caller */
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static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
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{
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GLuint tex, fbo, buffer;
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const DWORD data[] = {0x00000000, 0xffffffff};
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DWORD readback[16 * 1];
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BOOL ret = FALSE;
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/* Render a filtered texture and see what happens. This is intended to detect the lack of
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* float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
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* falling back to software. If this changes in the future this code will get fooled and
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* apps might hit the software path due to incorrectly advertised caps.
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*
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* Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
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* disable fallback, if Apple or ATI ever change the driver behavior they will break more
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* than Wine. The Linux binary <= r500 driver is not maintained any more anyway
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*/
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ENTER_GL();
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while(glGetError());
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glGenTextures(1, &buffer);
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glBindTexture(GL_TEXTURE_2D, buffer);
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memset(readback, 0x7e, sizeof(readback));
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glEnable(GL_TEXTURE_2D);
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GL_EXTCALL(glGenFramebuffersEXT(1, &fbo));
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo));
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GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, buffer, 0));
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glViewport(0, 0, 16, 1);
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glDisable(GL_LIGHTING);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glClearColor(0, 1, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0, 0.0);
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glVertex2f(-1.0f, -1.0f);
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glTexCoord2f(1.0, 0.0);
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glVertex2f(1.0f, -1.0f);
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glTexCoord2f(0.0, 1.0);
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glVertex2f(-1.0f, 1.0f);
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glTexCoord2f(1.0, 1.0);
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glVertex2f(1.0f, 1.0f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, buffer);
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memset(readback, 0x7f, sizeof(readback));
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glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
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if(color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5) ||
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color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
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{
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TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, asuming no filtering\n",
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readback[6], readback[9]);
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ret = FALSE;
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}
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else
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{
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TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
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readback[6], readback[9]);
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ret = TRUE;
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}
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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GL_EXTCALL(glDeleteFramebuffersEXT(1, &fbo));
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glDeleteTextures(1, &tex);
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glDeleteTextures(1, &buffer);
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if(glGetError())
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{
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FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
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ret = FALSE;
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}
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LEAVE_GL();
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return ret;
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}
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static void init_format_filter_info(struct wined3d_gl_info *gl_info)
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{
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unsigned int fmt_idx, i;
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WINED3DFORMAT fmts16[] = {
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WINED3DFMT_R16_FLOAT,
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WINED3DFMT_R16G16_FLOAT,
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WINED3DFMT_R16G16B16A16_FLOAT,
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};
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BOOL filtered;
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struct GlPixelFormatDesc *desc;
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if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
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{
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WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
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if(gl_info->gl_vendor == VENDOR_NVIDIA && GL_SUPPORT(ARB_TEXTURE_FLOAT))
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{
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TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
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filtered = TRUE;
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}
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else if(GL_LIMITS(glsl_varyings > 44))
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{
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TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
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filtered = TRUE;
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}
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else
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{
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TRACE("Assuming no float16 blending\n");
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filtered = FALSE;
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}
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if(filtered)
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{
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for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
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{
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fmt_idx = getFmtIdx(fmts16[i]);
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gl_info->gl_formats[fmt_idx].Flags |= WINED3DFMT_FLAG_FILTERING;
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}
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}
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return;
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}
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for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
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{
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fmt_idx = getFmtIdx(fmts16[i]);
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desc = &gl_info->gl_formats[fmt_idx];
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if(!desc->glInternal) continue; /* Not supported by GL */
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filtered = check_filter(gl_info, gl_info->gl_formats[fmt_idx].glInternal);
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if(filtered)
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{
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TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
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desc->Flags |= WINED3DFMT_FLAG_FILTERING;
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}
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else
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{
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TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
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}
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}
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}
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static void apply_format_fixups(struct wined3d_gl_info *gl_info)
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{
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int idx;
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@ -942,6 +1112,7 @@ BOOL initPixelFormats(struct wined3d_gl_info *gl_info)
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apply_format_fixups(gl_info);
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init_format_fbo_compat_info(gl_info);
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init_format_filter_info(gl_info);
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return TRUE;
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