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wine
wine-cw
Commits
8a3ef776
Commit
8a3ef776
authored
Mar 07, 2008
by
Stefan Dösinger
Committed by
Alexandre Julliard
Mar 07, 2008
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Plain Diff
wined3d: gl_FragCoord isn't exact.
parent
c00c89eb
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Showing
2 changed files
with
58 additions
and
4 deletions
+58
-4
visual.c
dlls/d3d9/tests/visual.c
+43
-3
glsl_shader.c
dlls/wined3d/glsl_shader.c
+15
-1
No files found.
dlls/d3d9/tests/visual.c
View file @
8a3ef776
...
...
@@ -6907,7 +6907,16 @@ static void vpos_register_test(IDirect3DDevice9 *device)
0x02000001
,
0x800f0800
,
0x80e40002
,
/* mov oC0, r2 */
0x0000ffff
/* end */
};
IDirect3DPixelShader9
*
shader
;
const
DWORD
shader_frac_code
[]
=
{
0xffff0300
,
/* ps_3_0 */
0x05000051
,
0xa00f0000
,
0x00000000
,
0x00000000
,
0x00000000
,
0x00000000
,
/* def c0, 0.0, 0.0, 0.0, 0.0 */
0x0200001f
,
0x80000000
,
0x90031000
,
/* dcl vPos.xy */
0x02000001
,
0x800f0000
,
0xa0e40000
,
/* mov r0, c0 */
0x02000013
,
0x80030000
,
0x90541000
,
/* frc r0.xy, vPos.xy */
0x02000001
,
0x800f0800
,
0x80e40000
,
/* mov oC0, r0 */
0x0000ffff
/* end */
};
IDirect3DPixelShader9
*
shader
,
*
shader_frac
;
IDirect3DSurface9
*
surface
=
NULL
,
*
backbuffer
;
const
float
quad
[]
=
{
-
1
.
0
,
-
1
.
0
,
0
.
1
,
0
.
0
,
0
.
0
,
...
...
@@ -6923,6 +6932,8 @@ static void vpos_register_test(IDirect3DDevice9 *device)
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_Clear failed, hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_CreatePixelShader
(
device
,
shader_code
,
&
shader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_CreatePixelShader failed hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_CreatePixelShader
(
device
,
shader_frac_code
,
&
shader_frac
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_CreatePixelShader failed hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
shader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetPixelShader failed hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_SetFVF
(
device
,
D3DFVF_XYZ
);
...
...
@@ -6967,8 +6978,6 @@ static void vpos_register_test(IDirect3DDevice9 *device)
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_DrawPrimitiveUP failed, hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_EndScene
(
device
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_EndScene failed hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_SetRenderTarget
(
device
,
0
,
backbuffer
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetRenderTarget failed, hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
}
hr
=
IDirect3DSurface9_LockRect
(
surface
,
&
lr
,
NULL
,
D3DLOCK_READONLY
);
ok
(
hr
==
D3D_OK
,
"IDirect3DSurface9_LockRect failed, hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
...
...
@@ -6989,7 +6998,38 @@ static void vpos_register_test(IDirect3DDevice9 *device)
hr
=
IDirect3DSurface9_UnlockRect
(
surface
);
ok
(
hr
==
D3D_OK
,
"IDirect3DSurface9_UnlockRect failed, hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
/* Test the fraction value of vPos. This is tested with the offscreen target and not the backbuffer to
* have full control over the multisampling setting inside this test
*/
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
shader_frac
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetPixelShader failed hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_BeginScene
(
device
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_BeginScene failed hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
if
(
SUCCEEDED
(
hr
))
{
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
,
0xff0000ff
,
0
.
0
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_Clear failed, hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
float
)
*
5
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_DrawPrimitiveUP failed, hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_EndScene
(
device
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_EndScene failed hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
}
hr
=
IDirect3DDevice9_SetRenderTarget
(
device
,
0
,
backbuffer
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetRenderTarget failed, hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DSurface9_LockRect
(
surface
,
&
lr
,
NULL
,
D3DLOCK_READONLY
);
ok
(
hr
==
D3D_OK
,
"IDirect3DSurface9_LockRect failed, hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
pos
=
(
DWORD
*
)
(((
BYTE
*
)
lr
.
pBits
)
+
14
*
lr
.
Pitch
+
14
*
sizeof
(
DWORD
));
color
=
*
pos
&
0x00ffffff
;
ok
(
color
==
0x00000000
,
"vPos fraction test has color 0x%08x, expected 0x00000000
\n
"
,
color
);
hr
=
IDirect3DSurface9_UnlockRect
(
surface
);
ok
(
hr
==
D3D_OK
,
"IDirect3DSurface9_UnlockRect failed, hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
NULL
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetPixelShader failed hr=%s
\n
"
,
DXGetErrorString9
(
hr
));
IDirect3DPixelShader9_Release
(
shader
);
IDirect3DPixelShader9_Release
(
shader_frac
);
if
(
surface
)
IDirect3DSurface9_Release
(
surface
);
IDirect3DSurface9_Release
(
backbuffer
);
}
...
...
dlls/wined3d/glsl_shader.c
View file @
8a3ef776
...
...
@@ -706,7 +706,21 @@ void shader_generate_glsl_declarations(
/* Start the main program */
shader_addline
(
buffer
,
"void main() {
\n
"
);
if
(
pshader
&&
reg_maps
->
vpos
)
{
shader_addline
(
buffer
,
"vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1) - 0.5;
\n
"
);
/* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
* off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
* not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
* precision troubles when we just substract 0.5.
*
* To deal with that just floor() the position. This will eliminate the fraction on all cards.
*
* TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
*
* An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
* questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
* coordinates specify the pixel centers instead of the pixel corners. This code will behave
* correctly on drivers that returns integer values.
*/
shader_addline
(
buffer
,
"vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));
\n
"
);
}
}
...
...
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