wined3d: Implement color keying in the ARB fixed function pipeline.

This commit is contained in:
Stefan Dösinger 2015-04-14 11:16:24 +02:00 committed by Alexandre Julliard
parent 483d9550c4
commit f84d741cb3
1 changed files with 90 additions and 14 deletions

View File

@ -5762,7 +5762,8 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
/* ARB_fragment_program fixed function pipeline replacement definitions */
#define ARB_FFP_CONST_TFACTOR 0
#define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
#define ARB_FFP_CONST_COLOR_KEY ((ARB_FFP_CONST_TFACTOR) + 1)
#define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY) + 1)
#define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
#define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
#define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
@ -5841,7 +5842,8 @@ static void arbfp_free(struct wined3d_device *device)
static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
{
caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
| WINED3D_FRAGMENT_CAP_SRGB_WRITE;
| WINED3D_FRAGMENT_CAP_SRGB_WRITE
| WINED3D_FRAGMENT_CAP_COLOR_KEY;
caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
WINED3DTEXOPCAPS_SELECTARG1 |
@ -5995,6 +5997,66 @@ static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
}
static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
int glParm;
float ref;
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
{
gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable GL_ALPHA_TEST");
}
else
{
gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable GL_ALPHA_TEST");
return;
}
ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
if (glParm)
{
gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
checkGLcall("glAlphaFunc");
}
}
static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_color float_key;
const struct wined3d_texture *texture = state->textures[0];
if (!texture)
return;
/* Don't load the parameter if we're using an arbfp pixel shader,
* otherwise we'll overwrite application provided constants. */
if (device->shader_backend == &arb_program_shader_backend)
{
struct shader_arb_priv *priv;
if (use_ps(state))
return;
priv = device->shader_priv;
priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY] = 1;
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY + 1);
}
wined3d_format_convert_color_to_float(texture->resource.format, NULL,
texture->async.src_blt_color_key.color_space_high_value, &float_key);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY, &float_key.r));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY, &float_key.r)");
}
static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
{
const char *ret;
@ -6237,6 +6299,20 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
GLint pos;
BOOL custom_linear_fog = FALSE;
if (!shader_buffer_init(&buffer))
{
ERR("Failed to initialize shader buffer.\n");
return 0;
}
shader_addline(&buffer, "!!ARBfp1.0\n");
if (settings->color_key_enabled)
{
shader_addline(&buffer, "PARAM color_key = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY);
tex_read[0] = TRUE;
}
/* Find out which textures are read */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
{
@ -6296,15 +6372,6 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
}
lowest_disabled_stage = stage;
/* Shader header */
if (!shader_buffer_init(&buffer))
{
ERR("Failed to initialize shader buffer.\n");
return 0;
}
shader_addline(&buffer, "!!ARBfp1.0\n");
switch (settings->fog)
{
case WINED3D_FFP_PS_FOG_OFF: break;
@ -6423,6 +6490,14 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
settings->op[stage].color_fixup);
}
if (settings->color_key_enabled)
{
shader_addline(&buffer, "SUB TMP, tex0, color_key;\n");
shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n");
shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n");
shader_addline(&buffer, "KIL -TMP;\n");
}
/* Generate the main shader */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
{
@ -6543,6 +6618,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
}
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
color_key_arbfp(context, state, STATE_COLOR_KEY);
}
else if (use_pshader)
{
@ -6782,9 +6858,9 @@ static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
{STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
{STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },