Commit c6d3e754 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Not all cards support float16 filtering.

parent 9fd29492
...@@ -273,23 +273,23 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = { ...@@ -273,23 +273,23 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
/* Float */ /* Float */
{WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0, {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
GL_RED, GL_HALF_FLOAT_ARB, GL_RED, GL_HALF_FLOAT_ARB,
WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_FLOAT}, ARB_TEXTURE_FLOAT},
{WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0, {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
GL_RED, GL_HALF_FLOAT_ARB, GL_RED, GL_HALF_FLOAT_ARB,
WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_RG}, ARB_TEXTURE_RG},
{WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0, {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
GL_RGB, GL_HALF_FLOAT_ARB, GL_RGB, GL_HALF_FLOAT_ARB,
WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_FLOAT}, ARB_TEXTURE_FLOAT},
{WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0, {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
GL_RG, GL_HALF_FLOAT_ARB, GL_RG, GL_HALF_FLOAT_ARB,
WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_RG}, ARB_TEXTURE_RG},
{WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0, {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
GL_RGBA, GL_HALF_FLOAT_ARB, GL_RGBA, GL_HALF_FLOAT_ARB,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET, WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_FLOAT}, ARB_TEXTURE_FLOAT},
/* Palettized formats */ /* Palettized formats */
{WINED3DFMT_P8, GL_RGBA, GL_RGBA, 0, {WINED3DFMT_P8, GL_RGBA, GL_RGBA, 0,
...@@ -770,6 +770,176 @@ static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info) ...@@ -770,6 +770,176 @@ static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info)
return TRUE; return TRUE;
} }
static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
{
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
return TRUE;
}
/* A context is provided by the caller */
static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
{
GLuint tex, fbo, buffer;
const DWORD data[] = {0x00000000, 0xffffffff};
DWORD readback[16 * 1];
BOOL ret = FALSE;
/* Render a filtered texture and see what happens. This is intended to detect the lack of
* float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
* falling back to software. If this changes in the future this code will get fooled and
* apps might hit the software path due to incorrectly advertised caps.
*
* Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
* disable fallback, if Apple or ATI ever change the driver behavior they will break more
* than Wine. The Linux binary <= r500 driver is not maintained any more anyway
*/
ENTER_GL();
while(glGetError());
glGenTextures(1, &buffer);
glBindTexture(GL_TEXTURE_2D, buffer);
memset(readback, 0x7e, sizeof(readback));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glEnable(GL_TEXTURE_2D);
GL_EXTCALL(glGenFramebuffersEXT(1, &fbo));
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo));
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, buffer, 0));
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glViewport(0, 0, 16, 1);
glDisable(GL_LIGHTING);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glClearColor(0, 1, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0, 0.0);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1.0, 0.0);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(0.0, 1.0);
glVertex2f(-1.0f, 1.0f);
glTexCoord2f(1.0, 1.0);
glVertex2f(1.0f, 1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, buffer);
memset(readback, 0x7f, sizeof(readback));
glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
if(color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5) ||
color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
{
TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, asuming no filtering\n",
readback[6], readback[9]);
ret = FALSE;
}
else
{
TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
readback[6], readback[9]);
ret = TRUE;
}
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
GL_EXTCALL(glDeleteFramebuffersEXT(1, &fbo));
glDeleteTextures(1, &tex);
glDeleteTextures(1, &buffer);
if(glGetError())
{
FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
ret = FALSE;
}
LEAVE_GL();
return ret;
}
static void init_format_filter_info(struct wined3d_gl_info *gl_info)
{
unsigned int fmt_idx, i;
WINED3DFORMAT fmts16[] = {
WINED3DFMT_R16_FLOAT,
WINED3DFMT_R16G16_FLOAT,
WINED3DFMT_R16G16B16A16_FLOAT,
};
BOOL filtered;
struct GlPixelFormatDesc *desc;
if(wined3d_settings.offscreen_rendering_mode != ORM_FBO)
{
WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
if(gl_info->gl_vendor == VENDOR_NVIDIA && GL_SUPPORT(ARB_TEXTURE_FLOAT))
{
TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
filtered = TRUE;
}
else if(GL_LIMITS(glsl_varyings > 44))
{
TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
filtered = TRUE;
}
else
{
TRACE("Assuming no float16 blending\n");
filtered = FALSE;
}
if(filtered)
{
for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
{
fmt_idx = getFmtIdx(fmts16[i]);
gl_info->gl_formats[fmt_idx].Flags |= WINED3DFMT_FLAG_FILTERING;
}
}
return;
}
for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
{
fmt_idx = getFmtIdx(fmts16[i]);
desc = &gl_info->gl_formats[fmt_idx];
if(!desc->glInternal) continue; /* Not supported by GL */
filtered = check_filter(gl_info, gl_info->gl_formats[fmt_idx].glInternal);
if(filtered)
{
TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
desc->Flags |= WINED3DFMT_FLAG_FILTERING;
}
else
{
TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
}
}
}
static void apply_format_fixups(struct wined3d_gl_info *gl_info) static void apply_format_fixups(struct wined3d_gl_info *gl_info)
{ {
int idx; int idx;
...@@ -942,6 +1112,7 @@ BOOL initPixelFormats(struct wined3d_gl_info *gl_info) ...@@ -942,6 +1112,7 @@ BOOL initPixelFormats(struct wined3d_gl_info *gl_info)
apply_format_fixups(gl_info); apply_format_fixups(gl_info);
init_format_fbo_compat_info(gl_info); init_format_fbo_compat_info(gl_info);
init_format_filter_info(gl_info);
return TRUE; return TRUE;
......
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