Commit a488e574 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Improve post-pixelshader blending test.

parent 902049c0
...@@ -1067,10 +1067,11 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined ...@@ -1067,10 +1067,11 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined
if (status == GL_FRAMEBUFFER_COMPLETE && ((format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) if (status == GL_FRAMEBUFFER_COMPLETE && ((format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
|| !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING)) || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
&& format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
&& format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA) && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
&& (format->red_size || format->alpha_size))
{ {
GLuint rb, tex2; GLuint rb, tex2;
DWORD readback[16 * 16], color; DWORD readback[16 * 16], color, r_range, a_range;
BYTE r, a; BYTE r, a;
BOOL match = TRUE; BOOL match = TRUE;
...@@ -1096,6 +1097,7 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined ...@@ -1096,6 +1097,7 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined
} }
else else
{ {
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16); gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING); gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW); gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
...@@ -1107,28 +1109,24 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined ...@@ -1107,28 +1109,24 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined
/* Draw a full-black quad */ /* Draw a full-black quad */
gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
gl_info->gl_ops.gl.p_glColor4ub(0x00, 0x00, 0x00, 0xff); gl_info->gl_ops.gl.p_glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f); gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
gl_info->gl_ops.gl.p_glColor4ub(0x00, 0x00, 0x00, 0xff);
gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f); gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
gl_info->gl_ops.gl.p_glColor4ub(0x00, 0x00, 0x00, 0xff);
gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f); gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
gl_info->gl_ops.gl.p_glColor4ub(0x00, 0x00, 0x00, 0xff);
gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f); gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
gl_info->gl_ops.gl.p_glEnd(); gl_info->gl_ops.gl.p_glEnd();
gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
/* Draw a half-transparent red quad */ /* Draw a half-transparent red quad */
gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP); gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
gl_info->gl_ops.gl.p_glColor4ub(0xff, 0x00, 0x00, 0x80); gl_info->gl_ops.gl.p_glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f); gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
gl_info->gl_ops.gl.p_glColor4ub(0xff, 0x00, 0x00, 0x80);
gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f); gl_info->gl_ops.gl.p_glVertex3f(1.0f, -1.0f, 0.0f);
gl_info->gl_ops.gl.p_glColor4ub(0xff, 0x00, 0x00, 0x80);
gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f); gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
gl_info->gl_ops.gl.p_glColor4ub(0xff, 0x00, 0x00, 0x80);
gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f); gl_info->gl_ops.gl.p_glVertex3f(1.0f, 1.0f, 0.0f);
gl_info->gl_ops.gl.p_glEnd(); gl_info->gl_ops.gl.p_glEnd();
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
gl_info->gl_ops.gl.p_glGenTextures(1, &tex2); gl_info->gl_ops.gl.p_glGenTextures(1, &tex2);
gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex2); gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex2);
...@@ -1140,9 +1138,11 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined ...@@ -1140,9 +1138,11 @@ static void check_fbo_compat(const struct wined3d_gl_info *gl_info, struct wined
a = color >> 24; a = color >> 24;
r = (color & 0x00ff0000) >> 16; r = (color & 0x00ff0000) >> 16;
if (format->red_size && (r < 0x7b || r > 0x84)) r_range = format->red_size < 8 ? 1 << (8 - format->red_size - 1) : 1;
a_range = format->alpha_size < 8 ? 1 << (8 - format->alpha_size - 1) : 1;
if (format->red_size && (r < 0x80 - r_range || r > 0x80 + r_range))
match = FALSE; match = FALSE;
else if (format->alpha_size > 1 && (a < 0x9f || a > 0xdf)) else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
match = FALSE; match = FALSE;
if (!match) if (!match)
{ {
......
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