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wine
wine-winehq
Commits
1a965811
Commit
1a965811
authored
Aug 23, 2015
by
Stefan Dösinger
Committed by
Alexandre Julliard
Aug 24, 2015
Browse files
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Plain Diff
wined3d: Add a slop for color keying.
parent
0a2ef176
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Side-by-side
Showing
4 changed files
with
113 additions
and
31 deletions
+113
-31
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+37
-25
glsl_shader.c
dlls/wined3d/glsl_shader.c
+8
-6
utils.c
dlls/wined3d/utils.c
+66
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+2
-0
No files found.
dlls/wined3d/arb_program_shader.c
View file @
1a965811
...
...
@@ -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"
);
}
...
...
dlls/wined3d/glsl_shader.c
View file @
1a965811
...
...
@@ -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
)
...
...
dlls/wined3d/utils.c
View file @
1a965811
...
...
@@ -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
.
5
f
/
((
1
<<
format
->
red_size
)
-
1
);
slop
.
g
=
0
.
5
f
/
((
1
<<
format
->
green_size
)
-
1
);
slop
.
b
=
0
.
5
f
/
((
1
<<
format
->
blue_size
)
-
1
);
slop
.
a
=
0
.
5
f
/
((
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
.
0
f
;
float_colors
[
0
].
g
=
0
.
0
f
;
float_colors
[
0
].
b
=
0
.
0
f
;
float_colors
[
0
].
a
=
(
key
->
color_space_low_value
-
0
.
5
f
)
/
255
.
0
f
;
float_colors
[
1
].
r
=
0
.
0
f
;
float_colors
[
1
].
g
=
0
.
0
f
;
float_colors
[
1
].
b
=
0
.
0
f
;
float_colors
[
1
].
a
=
(
key
->
color_space_high_value
+
0
.
5
f
)
/
255
.
0
f
;
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
)
{
...
...
dlls/wined3d/wined3d_private.h
View file @
1a965811
...
...
@@ -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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