wined3d: Implement dual source blending.
Based on a patch by Michael Müller. Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3444,6 +3444,8 @@ static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl *context_
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rt_mask = ps ? ps->reg_maps.rt_mask : 1;
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rt_mask &= (1u << gl_info->limits.buffers) - 1;
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if (state->blend_state && state->blend_state->dual_source)
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rt_mask = 1;
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mask = rt_mask;
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while (mask)
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@ -7772,7 +7772,10 @@ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_
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{
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const struct wined3d_shader_signature *output_signature = &shader->output_signature;
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shader_addline(buffer, "vec4 ps_out[%u];\n", gl_info->limits.buffers);
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if (args->dual_source_blend)
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shader_addline(buffer, "vec4 ps_out[2];\n");
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else
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shader_addline(buffer, "vec4 ps_out[%u];\n", gl_info->limits.buffers);
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if (output_signature->element_count)
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{
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for (i = 0; i < output_signature->element_count; ++i)
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@ -7787,7 +7790,12 @@ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_
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continue;
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}
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if (shader_glsl_use_explicit_attrib_location(gl_info))
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shader_addline(buffer, "layout(location = %u) ", output->semantic_idx);
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{
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if (args->dual_source_blend)
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shader_addline(buffer, "layout(location = 0, index = %u) ", output->semantic_idx);
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else
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shader_addline(buffer, "layout(location = %u) ", output->semantic_idx);
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}
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shader_addline(buffer, "out %s4 color_out%u;\n",
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component_type_info[output->component_type].glsl_vector_type, output->semantic_idx);
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}
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@ -7800,7 +7808,12 @@ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_
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{
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i = wined3d_bit_scan(&mask);
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if (shader_glsl_use_explicit_attrib_location(gl_info))
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shader_addline(buffer, "layout(location = %u) ", i);
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{
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if (args->dual_source_blend)
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shader_addline(buffer, "layout(location = 0, index = %u) ", i);
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else
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shader_addline(buffer, "layout(location = %u) ", i);
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}
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shader_addline(buffer, "out vec4 color_out%u;\n", i);
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}
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}
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@ -10385,7 +10398,10 @@ static void set_glsl_shader_program(const struct wined3d_context_gl *context_gl,
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for (i = 0; i < MAX_RENDER_TARGET_VIEWS; ++i)
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{
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string_buffer_sprintf(tmp_name, "color_out%u", i);
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GL_EXTCALL(glBindFragDataLocation(program_id, i, tmp_name->buffer));
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if (state->blend_state && state->blend_state->dual_source)
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GL_EXTCALL(glBindFragDataLocationIndexed(program_id, 0, i, tmp_name->buffer));
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else
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GL_EXTCALL(glBindFragDataLocation(program_id, i, tmp_name->buffer));
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checkGLcall("glBindFragDataLocation");
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}
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}
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@ -4167,6 +4167,8 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
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if (rtv && rtv->format->id == WINED3DFMT_A8_UNORM && !is_identity_fixup(rtv->format->color_fixup))
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args->rt_alpha_swizzle |= 1u << i;
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}
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args->dual_source_blend = state->blend_state && state->blend_state->dual_source;
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}
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static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_device *device,
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@ -74,6 +74,11 @@ void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *st
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return state->parent;
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}
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static BOOL is_dual_source(enum wined3d_blend state)
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{
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return state >= WINED3D_BLEND_SRC1COLOR && state <= WINED3D_BLEND_INVSRC1ALPHA;
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}
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HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device,
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const struct wined3d_blend_state_desc *desc, void *parent,
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const struct wined3d_parent_ops *parent_ops, struct wined3d_blend_state **state)
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@ -92,6 +97,12 @@ HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device,
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object->parent_ops = parent_ops;
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object->device = device;
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object->dual_source = desc->rt[0].enable
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&& (is_dual_source(desc->rt[0].src)
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|| is_dual_source(desc->rt[0].dst)
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|| is_dual_source(desc->rt[0].src_alpha)
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|| is_dual_source(desc->rt[0].dst_alpha));
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TRACE("Created blend state %p.\n", object);
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*state = object;
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@ -650,6 +661,7 @@ static void blend_db2(struct wined3d_context *context, const struct wined3d_stat
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GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha;
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const struct wined3d_blend_state *b = state->blend_state;
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const struct wined3d_format *rt_format;
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BOOL dual_source = b && b->dual_source;
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unsigned int i;
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if (b && b->desc.alpha_to_coverage)
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@ -658,6 +670,13 @@ static void blend_db2(struct wined3d_context *context, const struct wined3d_stat
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gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
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if (context->last_was_dual_source_blend != dual_source)
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{
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/* Dual source blending changes the location of the output varyings. */
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context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
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context->last_was_dual_source_blend = dual_source;
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}
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if (!b || !b->desc.independent)
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{
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blend(context, state, state_id);
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@ -708,6 +727,7 @@ static void blend_dbb(struct wined3d_context *context, const struct wined3d_stat
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{
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const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
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const struct wined3d_blend_state *b = state->blend_state;
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BOOL dual_source = b && b->dual_source;
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unsigned int i;
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if (b && b->desc.alpha_to_coverage)
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@ -716,6 +736,13 @@ static void blend_dbb(struct wined3d_context *context, const struct wined3d_stat
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gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
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if (context->last_was_dual_source_blend != dual_source)
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{
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/* Dual source blending changes the location of the output varyings. */
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context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
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context->last_was_dual_source_blend = dual_source;
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}
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if (!b || !b->desc.independent)
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{
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blend(context, state, state_id);
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@ -1394,7 +1394,8 @@ struct ps_compile_args
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DWORD alpha_test_func : 3;
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DWORD render_offscreen : 1;
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DWORD rt_alpha_swizzle : 8; /* MAX_RENDER_TARGET_VIEWS, 8 */
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DWORD padding : 18;
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DWORD dual_source_blend : 1;
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DWORD padding : 17;
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};
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enum fog_src_type
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@ -1954,7 +1955,7 @@ struct wined3d_context
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DWORD last_was_ffp_blit : 1;
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DWORD last_was_blit : 1;
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DWORD last_was_ckey : 1;
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DWORD namedArraysLoaded : 1;
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DWORD last_was_dual_source_blend : 1;
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DWORD texShaderBumpMap : 8; /* WINED3D_MAX_TEXTURES, 8 */
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DWORD lastWasPow2Texture : 8; /* WINED3D_MAX_TEXTURES, 8 */
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DWORD fixed_function_usage_map : 8; /* WINED3D_MAX_TEXTURES, 8 */
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@ -1971,7 +1972,8 @@ struct wined3d_context
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DWORD destroyed : 1;
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DWORD destroy_delayed : 1;
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DWORD clip_distance_mask : 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */
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DWORD padding : 14;
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DWORD namedArraysLoaded : 1;
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DWORD padding : 13;
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DWORD constant_update_mask;
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DWORD numbered_array_mask;
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@ -3140,6 +3142,7 @@ struct wined3d_blend_state
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{
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LONG refcount;
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struct wined3d_blend_state_desc desc;
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BOOL dual_source;
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void *parent;
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const struct wined3d_parent_ops *parent_ops;
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