Commit 1a965811 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Add a slop for color keying.

parent 0a2ef176
......@@ -5756,8 +5756,9 @@ 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_COLOR_KEY ((ARB_FFP_CONST_TFACTOR) + 1)
#define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY) + 1)
#define ARB_FFP_CONST_COLOR_KEY_LOW ((ARB_FFP_CONST_TFACTOR) + 1)
#define ARB_FFP_CONST_COLOR_KEY_HIGH ((ARB_FFP_CONST_COLOR_KEY_LOW) + 1)
#define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY_HIGH) + 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)
......@@ -6030,7 +6031,7 @@ static void color_key_arbfp(struct wined3d_context *context, const struct wined3
{
struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_color float_key;
struct wined3d_color float_key[2];
const struct wined3d_texture *texture = state->textures[0];
if (!texture)
......@@ -6046,14 +6047,17 @@ static void color_key_arbfp(struct wined3d_context *context, const struct wined3
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);
priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_LOW] = 1;
priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY_HIGH] = 1;
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY_HIGH + 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)");
wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_LOW, &float_key[0].r)");
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY_HIGH, &float_key[1].r)");
}
static const char *get_argreg(struct wined3d_string_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
......@@ -6308,7 +6312,8 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
if (settings->color_key_enabled)
{
shader_addline(&buffer, "PARAM color_key = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY);
shader_addline(&buffer, "PARAM color_key_low = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_LOW);
shader_addline(&buffer, "PARAM color_key_high = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY_HIGH);
tex_read[0] = TRUE;
}
......@@ -6492,10 +6497,12 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
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");
shader_addline(&buffer, "SLT TMP, tex0, color_key_low;\n"); /* below low key */
shader_addline(&buffer, "SGE ret, tex0, color_key_high;\n"); /* above high key */
shader_addline(&buffer, "ADD TMP, TMP, ret;\n"); /* or */
shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n"); /* on any channel */
shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n"); /* logical not */
shader_addline(&buffer, "KIL -TMP;\n"); /* discard if true */
}
/* Generate the main shader */
......@@ -6901,7 +6908,8 @@ struct arbfp_blit_desc
};
#define ARBFP_BLIT_PARAM_SIZE 0
#define ARBFP_BLIT_PARAM_COLOR_KEY 1
#define ARBFP_BLIT_PARAM_COLOR_KEY_LOW 1
#define ARBFP_BLIT_PARAM_COLOR_KEY_HIGH 2
struct arbfp_blit_priv
{
......@@ -7586,13 +7594,16 @@ static GLuint arbfp_gen_plain_shader(struct arbfp_blit_priv *priv,
if (type->use_color_key)
{
shader_addline(&buffer, "TEMP color;\n");
shader_addline(&buffer, "TEMP compare;\n");
shader_addline(&buffer, "PARAM color_key = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY);
shader_addline(&buffer, "TEMP less, greater;\n");
shader_addline(&buffer, "PARAM color_key_low = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_LOW);
shader_addline(&buffer, "PARAM color_key_high = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY_HIGH);
shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
shader_addline(&buffer, "SUB compare, color, color_key;\n");
shader_addline(&buffer, "DP4 compare.r, compare, compare;\n");
shader_addline(&buffer, "SGE compare, -compare.r, 0.0;\n");
shader_addline(&buffer, "KIL -compare;\n");
shader_addline(&buffer, "SLT less, color, color_key_low;\n"); /* below low key */
shader_addline(&buffer, "SGE greater, color, color_key_high;\n"); /* above high key */
shader_addline(&buffer, "ADD less, less, greater;\n"); /* or */
shader_addline(&buffer, "DP4 less.b, less, less;\n"); /* on any channel */
shader_addline(&buffer, "SGE less, -less.b, 0.0;\n"); /* logical not */
shader_addline(&buffer, "KIL -less;\n"); /* discard if true */
shader_addline(&buffer, "MOV result.color, color;\n");
}
else
......@@ -7622,7 +7633,7 @@ static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context,
struct wine_rb_entry *entry;
struct arbfp_blit_type type;
struct arbfp_blit_desc *desc;
struct wined3d_color float_color_key;
struct wined3d_color float_color_key[2];
if (is_complex_fixup(surface->resource.format->color_fixup))
fixup = get_complex_fixup(surface->resource.format->color_fixup);
......@@ -7723,10 +7734,11 @@ err_out:
checkGLcall("glProgramLocalParameter4fvARB");
if (type.use_color_key)
{
wined3d_format_convert_color_to_float(surface->resource.format, NULL,
color_key->color_space_high_value, &float_color_key);
wined3d_format_get_float_color_key(surface->resource.format, color_key, float_color_key);
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
ARBFP_BLIT_PARAM_COLOR_KEY_LOW, &float_color_key[0].r));
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
ARBFP_BLIT_PARAM_COLOR_KEY, &float_color_key.r));
ARBFP_BLIT_PARAM_COLOR_KEY_HIGH, &float_color_key[1].r));
checkGLcall("glProgramLocalParameter4fvARB");
}
......
......@@ -1266,12 +1266,11 @@ static void shader_glsl_load_fog_uniform(const struct wined3d_context *context,
static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps,
const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
{
struct wined3d_color float_key;
struct wined3d_color float_key[2];
const struct wined3d_texture *texture = state->textures[0];
wined3d_format_convert_color_to_float(texture->resource.format, NULL,
texture->async.src_blt_color_key.color_space_high_value, &float_key);
GL_EXTCALL(glUniform4fv(ps->color_key_location, 1, &float_key.r));
wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
GL_EXTCALL(glUniform4fv(ps->color_key_location, 2, &float_key[0].r));
}
/* Context activation is done by the caller (state handler). */
......@@ -6168,7 +6167,7 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
if (tfactor_used)
shader_addline(buffer, "uniform vec4 tex_factor;\n");
if (settings->color_key_enabled)
shader_addline(buffer, "uniform vec4 color_key;\n");
shader_addline(buffer, "uniform vec4 color_key[2];\n");
shader_addline(buffer, "uniform vec4 specular_enable;\n");
if (settings->sRGB_write)
......@@ -6332,7 +6331,10 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *
}
if (settings->color_key_enabled)
shader_addline(buffer, "if (all(equal(tex0, color_key))) discard;\n");
{
shader_addline(buffer, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
shader_addline(buffer, " discard;\n");
}
/* Generate the main shader */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
......
......@@ -4207,6 +4207,72 @@ BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
}
}
void wined3d_format_get_float_color_key(const struct wined3d_format *format,
const struct wined3d_color_key *key, struct wined3d_color *float_colors)
{
struct wined3d_color slop;
switch (format->id)
{
case WINED3DFMT_B8G8R8_UNORM:
case WINED3DFMT_B8G8R8A8_UNORM:
case WINED3DFMT_B8G8R8X8_UNORM:
case WINED3DFMT_B5G6R5_UNORM:
case WINED3DFMT_B5G5R5X1_UNORM:
case WINED3DFMT_B5G5R5A1_UNORM:
case WINED3DFMT_B4G4R4A4_UNORM:
case WINED3DFMT_B2G3R3_UNORM:
case WINED3DFMT_R8_UNORM:
case WINED3DFMT_A8_UNORM:
case WINED3DFMT_B2G3R3A8_UNORM:
case WINED3DFMT_B4G4R4X4_UNORM:
case WINED3DFMT_R10G10B10A2_UNORM:
case WINED3DFMT_R10G10B10A2_SNORM:
case WINED3DFMT_R8G8B8A8_UNORM:
case WINED3DFMT_R8G8B8X8_UNORM:
case WINED3DFMT_R16G16_UNORM:
case WINED3DFMT_B10G10R10A2_UNORM:
slop.r = 0.5f / ((1 << format->red_size) - 1);
slop.g = 0.5f / ((1 << format->green_size) - 1);
slop.b = 0.5f / ((1 << format->blue_size) - 1);
slop.a = 0.5f / ((1 << format->alpha_size) - 1);
float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
- slop.r;
float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
- slop.g;
float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
- slop.b;
float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
- slop.a;
float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
+ slop.r;
float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
+ slop.g;
float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
+ slop.b;
float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
+ slop.a;
break;
case WINED3DFMT_P8_UINT:
float_colors[0].r = 0.0f;
float_colors[0].g = 0.0f;
float_colors[0].b = 0.0f;
float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
float_colors[1].r = 0.0f;
float_colors[1].g = 0.0f;
float_colors[1].b = 0.0f;
float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
break;
default:
ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
}
}
/* DirectDraw stuff */
enum wined3d_format_id pixelformat_for_depth(DWORD depth)
{
......
......@@ -3227,6 +3227,8 @@ DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
const struct wined3d_color *color) DECLSPEC_HIDDEN;
BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
void wined3d_format_get_float_color_key(const struct wined3d_format *format,
const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
......
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