wined3d: Make D3DRS_ZBIAS work.
D3DRS_ZBIAS is poorly defined, but it makes sense that the bias should be
format independent. Looking at application behaviour, it seems to include a
slope scale factor as well. This fixes a couple of regressions introduced by
96b758f7b3
, although it was broken before as
well, just in a different way.
This commit is contained in:
parent
39684c7e3a
commit
ddc29c40e6
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@ -45,7 +45,7 @@ IDirect3D8* WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT SDKVersion) {
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object->IDirect3D8_iface.lpVtbl = &Direct3D8_Vtbl;
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object->ref = 1;
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object->WineD3D = wined3d_create(8, 0, &object->IDirect3D8_iface);
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object->WineD3D = wined3d_create(8, WINED3D_LEGACY_DEPTH_BIAS, &object->IDirect3D8_iface);
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TRACE("Created Direct3D object @ %p, WineObj @ %p\n", object, object->WineD3D);
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@ -1445,22 +1445,11 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetClipPlane(IDirect3DDevice8 *iface,
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return hr;
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}
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/* This factor is the result of a trial-and-error search. Both ZBIAS and DEPTHBIAS require
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* guesswork by design. d3d9 apps usually use a DEPTHBIAS of -0.00002(Mass Effect 2, WoW).
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* d3d8 apps(Final Fantasy XI) set ZBIAS to 15 and still expect the depth test to sort
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* objects properly. */
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static const float zbias_factor = -0.000005f;
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static HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(IDirect3DDevice8 *iface,
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D3DRENDERSTATETYPE State, DWORD Value)
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{
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IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
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HRESULT hr;
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union
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{
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DWORD d;
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float f;
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} wined3d_value;
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TRACE("iface %p, state %#x, value %#x.\n", iface, State, Value);
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@ -1468,8 +1457,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(IDirect3DDevice8 *ifac
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switch (State)
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{
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case D3DRS_ZBIAS:
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wined3d_value.f = Value * zbias_factor;
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hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, wined3d_value.d);
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hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, Value);
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break;
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default:
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@ -1485,11 +1473,6 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(IDirect3DDevice8 *ifac
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{
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IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
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HRESULT hr;
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union
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{
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DWORD d;
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float f;
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} wined3d_value;
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TRACE("iface %p, state %#x, value %p.\n", iface, State, pValue);
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@ -1497,8 +1480,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(IDirect3DDevice8 *ifac
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switch (State)
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{
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case D3DRS_ZBIAS:
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hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, &wined3d_value.d);
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if (SUCCEEDED(hr)) *pValue = (DWORD)(wined3d_value.f / zbias_factor);
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hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, pValue);
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break;
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default:
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@ -6060,7 +6060,8 @@ HRESULT ddraw_init(IDirectDrawImpl *ddraw, WINED3DDEVTYPE device_type)
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ddraw->orig_width = GetSystemMetrics(SM_CXSCREEN);
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ddraw->orig_height = GetSystemMetrics(SM_CYSCREEN);
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ddraw->wineD3D = wined3d_create(7, WINED3D_PALETTE_PER_SURFACE, &ddraw->IDirectDraw7_iface);
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ddraw->wineD3D = wined3d_create(7, WINED3D_PALETTE_PER_SURFACE | WINED3D_LEGACY_DEPTH_BIAS,
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&ddraw->IDirectDraw7_iface);
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if (!ddraw->wineD3D)
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{
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WARN("Failed to create a wined3d object.\n");
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@ -2261,12 +2261,8 @@ static HRESULT WINAPI IDirect3DDeviceImpl_2_End(IDirect3DDevice2 *iface, DWORD d
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* DDERR_INVALIDPARAMS if Value == NULL
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*
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*****************************************************************************/
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static const float zbias_factor = -0.000005f;
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static HRESULT
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IDirect3DDeviceImpl_7_GetRenderState(IDirect3DDevice7 *iface,
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D3DRENDERSTATETYPE RenderStateType,
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DWORD *Value)
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static HRESULT IDirect3DDeviceImpl_7_GetRenderState(IDirect3DDevice7 *iface,
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D3DRENDERSTATETYPE RenderStateType, DWORD *Value)
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{
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IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
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HRESULT hr;
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@ -2383,18 +2379,8 @@ IDirect3DDeviceImpl_7_GetRenderState(IDirect3DDevice7 *iface,
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break;
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case D3DRENDERSTATE_ZBIAS:
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{
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union
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{
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DWORD d;
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float f;
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} wined3d_value;
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hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, &wined3d_value.d);
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if (SUCCEEDED(hr))
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*Value = wined3d_value.f / zbias_factor;
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hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, Value);
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break;
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}
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default:
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if (RenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00
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@ -2703,16 +2689,8 @@ IDirect3DDeviceImpl_7_SetRenderState(IDirect3DDevice7 *iface,
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break;
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case D3DRENDERSTATE_ZBIAS:
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{
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union
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{
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DWORD d;
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float f;
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} wined3d_value;
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wined3d_value.f = Value * zbias_factor;
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hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, wined3d_value.d);
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hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, Value);
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break;
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}
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default:
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if (RenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00
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@ -1706,7 +1706,8 @@ static void state_depthbias(DWORD state, struct wined3d_stateblock *stateblock,
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if (stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
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|| stateblock->state.render_states[WINED3DRS_DEPTHBIAS])
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{
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struct wined3d_surface *depth = stateblock->device->fb.depth_stencil;
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const struct wined3d_device *device = stateblock->device;
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const struct wined3d_surface *depth = device->fb.depth_stencil;
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float scale;
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union
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@ -1721,23 +1722,34 @@ static void state_depthbias(DWORD state, struct wined3d_stateblock *stateblock,
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glEnable(GL_POLYGON_OFFSET_FILL);
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checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
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if (depth)
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if (device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
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{
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const struct wined3d_format *fmt = depth->resource.format;
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scale = powf(2, fmt->depth_size) - 1;
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TRACE("Depth format %s, using depthbias scale of %f\n",
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debug_d3dformat(fmt->id), scale);
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float bias = -(float)const_bias.d;
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glPolygonOffset(bias, bias);
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checkGLcall("glPolygonOffset");
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}
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else
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{
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/* The context manager will reapply this state on a depth stencil change */
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TRACE("No depth stencil, using depthbias scale of 0.0\n");
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scale = 0;
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}
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if (depth)
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{
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const struct wined3d_format *fmt = depth->resource.format;
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scale = powf(2, fmt->depth_size) - 1;
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TRACE("Depth format %s, using depthbias scale of %.8e.\n",
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debug_d3dformat(fmt->id), scale);
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}
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else
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{
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/* The context manager will reapply this state on a depth stencil change */
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TRACE("No depth stencil, using depthbias scale of 0.0.\n");
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scale = 0.0f;
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}
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glPolygonOffset(scale_bias.f, const_bias.f * scale);
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checkGLcall("glPolygonOffset(...)");
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} else {
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glPolygonOffset(scale_bias.f, const_bias.f * scale);
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checkGLcall("glPolygonOffset(...)");
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}
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}
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else
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{
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glDisable(GL_POLYGON_OFFSET_FILL);
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checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
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}
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@ -1236,6 +1236,7 @@ enum wined3d_sysval_semantic
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#define WINED3DDEVCAPS_NPATCHES 0x01000000
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#define WINED3D_PALETTE_PER_SURFACE 0x00000001
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#define WINED3D_LEGACY_DEPTH_BIAS 0x00000002
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/* dwDDFX */
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/* arithmetic stretching along y axis */
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