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wine
wine-winehq
Commits
cf553129
Commit
cf553129
authored
Dec 11, 2022
by
Zebediah Figura
Committed by
Alexandre Julliard
Feb 06, 2023
Browse files
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Plain Diff
wined3d: Make depth bounds test a proper state and handle it in wined3d_device_apply_stateblock().
Signed-off-by:
Zebediah Figura
<
zfigura@codeweavers.com
>
parent
798fbd42
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Showing
7 changed files
with
94 additions
and
40 deletions
+94
-40
adapter_vk.c
dlls/wined3d/adapter_vk.c
+1
-0
cs.c
dlls/wined3d/cs.c
+34
-0
device.c
dlls/wined3d/device.c
+16
-0
directx.c
dlls/wined3d/directx.c
+1
-0
state.c
dlls/wined3d/state.c
+20
-39
utils.c
dlls/wined3d/utils.c
+2
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+20
-1
No files found.
dlls/wined3d/adapter_vk.c
View file @
cf553129
...
...
@@ -40,6 +40,7 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] =
{
STATE_VDECL
,
{
STATE_VDECL
,
state_nop
}},
{
STATE_DEPTH_STENCIL
,
{
STATE_DEPTH_STENCIL
,
state_nop
}},
{
STATE_STENCIL_REF
,
{
STATE_STENCIL_REF
,
state_nop
}},
{
STATE_DEPTH_BOUNDS
,
{
STATE_DEPTH_BOUNDS
,
state_nop
}},
{
STATE_RASTERIZER
,
{
STATE_RASTERIZER
,
state_nop
}},
{
STATE_SCISSORRECT
,
{
STATE_SCISSORRECT
,
state_nop
}},
{
STATE_POINTSPRITECOORDORIGIN
,
{
STATE_POINTSPRITECOORDORIGIN
,
state_nop
}},
...
...
dlls/wined3d/cs.c
View file @
cf553129
...
...
@@ -109,6 +109,7 @@ enum wined3d_cs_op
WINED3D_CS_OP_SET_BLEND_STATE
,
WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
,
WINED3D_CS_OP_SET_RASTERIZER_STATE
,
WINED3D_CS_OP_SET_DEPTH_BOUNDS
,
WINED3D_CS_OP_SET_RENDER_STATE
,
WINED3D_CS_OP_SET_TEXTURE_STATE
,
WINED3D_CS_OP_SET_SAMPLER_STATE
,
...
...
@@ -340,6 +341,13 @@ struct wined3d_cs_set_rasterizer_state
struct
wined3d_rasterizer_state
*
state
;
};
struct
wined3d_cs_set_depth_bounds
{
enum
wined3d_cs_op
opcode
;
bool
enable
;
float
min_depth
,
max_depth
;
};
struct
wined3d_cs_set_render_state
{
enum
wined3d_cs_op
opcode
;
...
...
@@ -592,6 +600,7 @@ static const char *debug_cs_op(enum wined3d_cs_op op)
WINED3D_TO_STR
(
WINED3D_CS_OP_SET_BLEND_STATE
);
WINED3D_TO_STR
(
WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE
);
WINED3D_TO_STR
(
WINED3D_CS_OP_SET_RASTERIZER_STATE
);
WINED3D_TO_STR
(
WINED3D_CS_OP_SET_DEPTH_BOUNDS
);
WINED3D_TO_STR
(
WINED3D_CS_OP_SET_RENDER_STATE
);
WINED3D_TO_STR
(
WINED3D_CS_OP_SET_TEXTURE_STATE
);
WINED3D_TO_STR
(
WINED3D_CS_OP_SET_SAMPLER_STATE
);
...
...
@@ -1750,6 +1759,30 @@ void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_cont
wined3d_device_context_submit
(
context
,
WINED3D_CS_QUEUE_DEFAULT
);
}
static
void
wined3d_cs_exec_set_depth_bounds
(
struct
wined3d_cs
*
cs
,
const
void
*
data
)
{
const
struct
wined3d_cs_set_depth_bounds
*
op
=
data
;
cs
->
state
.
depth_bounds_enable
=
op
->
enable
;
cs
->
state
.
depth_bounds_min
=
op
->
min_depth
;
cs
->
state
.
depth_bounds_max
=
op
->
max_depth
;
device_invalidate_state
(
cs
->
c
.
device
,
STATE_DEPTH_BOUNDS
);
}
void
wined3d_device_context_set_depth_bounds
(
struct
wined3d_device_context
*
context
,
bool
enable
,
float
min_depth
,
float
max_depth
)
{
struct
wined3d_cs_set_depth_bounds
*
op
;
op
=
wined3d_device_context_require_space
(
context
,
sizeof
(
*
op
),
WINED3D_CS_QUEUE_DEFAULT
);
op
->
opcode
=
WINED3D_CS_OP_SET_DEPTH_BOUNDS
;
op
->
enable
=
enable
;
op
->
min_depth
=
min_depth
;
op
->
max_depth
=
max_depth
;
wined3d_device_context_submit
(
context
,
WINED3D_CS_QUEUE_DEFAULT
);
}
static
void
wined3d_cs_exec_set_render_state
(
struct
wined3d_cs
*
cs
,
const
void
*
data
)
{
const
struct
wined3d_cs_set_render_state
*
op
=
data
;
...
...
@@ -2846,6 +2879,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
/* WINED3D_CS_OP_SET_BLEND_STATE */
wined3d_cs_exec_set_blend_state
,
/* WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE */
wined3d_cs_exec_set_depth_stencil_state
,
/* WINED3D_CS_OP_SET_RASTERIZER_STATE */
wined3d_cs_exec_set_rasterizer_state
,
/* WINED3D_CS_OP_SET_DEPTH_BOUNDS */
wined3d_cs_exec_set_depth_bounds
,
/* WINED3D_CS_OP_SET_RENDER_STATE */
wined3d_cs_exec_set_render_state
,
/* WINED3D_CS_OP_SET_TEXTURE_STATE */
wined3d_cs_exec_set_texture_state
,
/* WINED3D_CS_OP_SET_SAMPLER_STATE */
wined3d_cs_exec_set_sampler_state
,
...
...
dlls/wined3d/device.c
View file @
cf553129
...
...
@@ -3900,6 +3900,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
const
unsigned
int
word_bit_count
=
sizeof
(
DWORD
)
*
CHAR_BIT
;
struct
wined3d_device_context
*
context
=
&
device
->
cs
->
c
;
unsigned
int
i
,
j
,
start
,
idx
;
bool
set_depth_bounds
=
false
;
struct
wined3d_range
range
;
uint32_t
map
;
...
...
@@ -4031,6 +4032,13 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
set_rasterizer_state
=
TRUE
;
break
;
case
WINED3D_RS_ADAPTIVETESS_X
:
case
WINED3D_RS_ADAPTIVETESS_Z
:
case
WINED3D_RS_ADAPTIVETESS_W
:
set_depth_bounds
=
true
;
wined3d_device_set_render_state
(
device
,
idx
,
state
->
rs
[
idx
]);
break
;
default:
wined3d_device_set_render_state
(
device
,
idx
,
state
->
rs
[
idx
]);
break
;
...
...
@@ -4219,6 +4227,14 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
}
}
if
(
set_depth_bounds
)
{
wined3d_device_context_set_depth_bounds
(
context
,
state
->
rs
[
WINED3D_RS_ADAPTIVETESS_X
]
==
WINED3DFMT_NVDB
,
int_to_float
(
state
->
rs
[
WINED3D_RS_ADAPTIVETESS_Z
]),
int_to_float
(
state
->
rs
[
WINED3D_RS_ADAPTIVETESS_W
]));
}
for
(
i
=
0
;
i
<
ARRAY_SIZE
(
changed
->
textureState
);
++
i
)
{
map
=
changed
->
textureState
[
i
];
...
...
dlls/wined3d/directx.c
View file @
cf553129
...
...
@@ -2750,6 +2750,7 @@ static const struct wined3d_state_entry_template misc_state_template_no3d[] =
{
STATE_SAMPLE_MASK
,
{
STATE_VDECL
}},
{
STATE_DEPTH_STENCIL
,
{
STATE_VDECL
}},
{
STATE_STENCIL_REF
,
{
STATE_VDECL
}},
{
STATE_DEPTH_BOUNDS
,
{
STATE_VDECL
}},
{
STATE_STREAMSRC
,
{
STATE_VDECL
}},
{
STATE_VDECL
,
{
STATE_VDECL
,
state_nop
}},
{
STATE_RASTERIZER
,
{
STATE_VDECL
}},
...
...
dlls/wined3d/state.c
View file @
cf553129
...
...
@@ -1210,6 +1210,24 @@ static void depth(struct wined3d_context *context, const struct wined3d_state *s
checkGLcall
(
"glDepthFunc"
);
}
if
(
gl_info
->
supported
[
EXT_DEPTH_BOUNDS_TEST
])
{
/* If min is larger than max, an INVALID_VALUE error is generated.
* In d3d9, the test is not performed in this case. */
if
(
state
->
depth_bounds_enable
&&
state
->
depth_bounds_min
<=
state
->
depth_bounds_max
)
{
gl_info
->
gl_ops
.
gl
.
p_glEnable
(
GL_DEPTH_BOUNDS_TEST_EXT
);
checkGLcall
(
"glEnable(GL_DEPTH_BOUNDS_TEST_EXT)"
);
GL_EXTCALL
(
glDepthBoundsEXT
(
state
->
depth_bounds_min
,
state
->
depth_bounds_max
));
checkGLcall
(
"glDepthBoundsEXT"
);
}
else
{
gl_info
->
gl_ops
.
gl
.
p_glDisable
(
GL_DEPTH_BOUNDS_TEST_EXT
);
checkGLcall
(
"glDisable(GL_DEPTH_BOUNDS_TEST_EXT)"
);
}
}
if
(
context
->
last_was_rhw
&&
!
isStateDirty
(
context
,
STATE_TRANSFORM
(
WINED3D_TS_PROJECTION
)))
context_apply_state
(
context
,
state
,
STATE_TRANSFORM
(
WINED3D_TS_PROJECTION
));
}
...
...
@@ -2060,44 +2078,6 @@ static void state_tessellation(struct wined3d_context *context, const struct win
state
->
render_states
[
WINED3D_RS_ENABLEADAPTIVETESSELLATION
]);
}
static
void
state_nvdb
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
wined3d_context_gl
(
context
)
->
gl_info
;
union
{
uint32_t
d
;
float
f
;
}
zmin
,
zmax
;
if
(
state
->
render_states
[
WINED3D_RS_ADAPTIVETESS_X
]
==
WINED3DFMT_NVDB
)
{
zmin
.
d
=
state
->
render_states
[
WINED3D_RS_ADAPTIVETESS_Z
];
zmax
.
d
=
state
->
render_states
[
WINED3D_RS_ADAPTIVETESS_W
];
/* If zmin is larger than zmax INVALID_VALUE error is generated.
* In d3d9 test is not performed in this case*/
if
(
zmin
.
f
<=
zmax
.
f
)
{
gl_info
->
gl_ops
.
gl
.
p_glEnable
(
GL_DEPTH_BOUNDS_TEST_EXT
);
checkGLcall
(
"glEnable(GL_DEPTH_BOUNDS_TEST_EXT)"
);
GL_EXTCALL
(
glDepthBoundsEXT
(
zmin
.
f
,
zmax
.
f
));
checkGLcall
(
"glDepthBoundsEXT(...)"
);
}
else
{
gl_info
->
gl_ops
.
gl
.
p_glDisable
(
GL_DEPTH_BOUNDS_TEST_EXT
);
checkGLcall
(
"glDisable(GL_DEPTH_BOUNDS_TEST_EXT)"
);
}
}
else
{
gl_info
->
gl_ops
.
gl
.
p_glDisable
(
GL_DEPTH_BOUNDS_TEST_EXT
);
checkGLcall
(
"glDisable(GL_DEPTH_BOUNDS_TEST_EXT)"
);
}
state_tessellation
(
context
,
state
,
STATE_RENDER
(
WINED3D_RS_ENABLEADAPTIVETESSELLATION
));
}
static
void
state_wrapu
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
if
(
state
->
render_states
[
WINED3D_RS_WRAPU
])
...
...
@@ -4740,6 +4720,7 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
{
STATE_DEPTH_STENCIL
,
{
STATE_DEPTH_STENCIL
,
depth_stencil_2s
},
EXT_STENCIL_TWO_SIDE
},
{
STATE_DEPTH_STENCIL
,
{
STATE_DEPTH_STENCIL
,
depth_stencil
},
WINED3D_GL_EXT_NONE
},
{
STATE_STENCIL_REF
,
{
STATE_DEPTH_STENCIL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_DEPTH_BOUNDS
,
{
STATE_DEPTH_STENCIL
,
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_STREAMSRC
,
{
STATE_STREAMSRC
,
streamsrc
},
WINED3D_GL_EXT_NONE
},
{
STATE_VDECL
,
{
STATE_VDECL
,
vdecl_miscpart
},
WINED3D_GL_EXT_NONE
},
{
STATE_RASTERIZER
,
{
STATE_RASTERIZER
,
rasterizer_cc
},
ARB_CLIP_CONTROL
},
...
...
@@ -4853,7 +4834,6 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
{
STATE_RENDER
(
WINED3D_RS_ADAPTIVETESS_Y
),
{
STATE_RENDER
(
WINED3D_RS_ENABLEADAPTIVETESSELLATION
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_ADAPTIVETESS_Z
),
{
STATE_RENDER
(
WINED3D_RS_ENABLEADAPTIVETESSELLATION
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_ADAPTIVETESS_W
),
{
STATE_RENDER
(
WINED3D_RS_ENABLEADAPTIVETESSELLATION
),
NULL
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{
STATE_RENDER
(
WINED3D_RS_ENABLEADAPTIVETESSELLATION
),
state_nvdb
},
EXT_DEPTH_BOUNDS_TEST
},
{
STATE_RENDER
(
WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{
STATE_RENDER
(
WINED3D_RS_ENABLEADAPTIVETESSELLATION
),
state_tessellation
},
WINED3D_GL_EXT_NONE
},
{
STATE_RENDER
(
WINED3D_RS_MULTISAMPLEANTIALIAS
),
{
STATE_RENDER
(
WINED3D_RS_MULTISAMPLEANTIALIAS
),
state_msaa
},
ARB_MULTISAMPLE
},
{
STATE_RENDER
(
WINED3D_RS_MULTISAMPLEANTIALIAS
),
{
STATE_RENDER
(
WINED3D_RS_MULTISAMPLEANTIALIAS
),
state_msaa_w
},
WINED3D_GL_EXT_NONE
},
...
...
@@ -5669,6 +5649,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
STATE_BLEND_FACTOR
,
STATE_DEPTH_STENCIL
,
STATE_STENCIL_REF
,
STATE_DEPTH_BOUNDS
,
};
unsigned
int
i
,
current
;
...
...
dlls/wined3d/utils.c
View file @
cf553129
...
...
@@ -5416,6 +5416,8 @@ const char *debug_d3dstate(uint32_t state)
return
"STATE_MATERIAL"
;
if
(
STATE_IS_RASTERIZER
(
state
))
return
"STATE_RASTERIZER"
;
if
(
STATE_IS_DEPTH_BOUNDS
(
state
))
return
"STATE_DEPTH_BOUNDS"
;
if
(
STATE_IS_POINTSPRITECOORDORIGIN
(
state
))
return
"STATE_POINTSPRITECOORDORIGIN"
;
if
(
STATE_IS_BASEVERTEXINDEX
(
state
))
...
...
dlls/wined3d/wined3d_private.h
View file @
cf553129
...
...
@@ -62,6 +62,18 @@ static inline size_t align(size_t addr, size_t alignment)
return
(
addr
+
(
alignment
-
1
))
&
~
(
alignment
-
1
);
}
static
inline
float
int_to_float
(
uint32_t
i
)
{
union
{
uint32_t
u
;
float
f
;
}
u
;
u
.
u
=
i
;
return
u
.
f
;
}
#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
/* Driver quirks */
...
...
@@ -1927,7 +1939,10 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
#define STATE_RASTERIZER (STATE_MATERIAL + 1)
#define STATE_IS_RASTERIZER(a) ((a) == STATE_RASTERIZER)
#define STATE_POINTSPRITECOORDORIGIN (STATE_RASTERIZER + 1)
#define STATE_DEPTH_BOUNDS (STATE_RASTERIZER + 1)
#define STATE_IS_DEPTH_BOUNDS(a) ((a) == STATE_DEPTH_BOUNDS)
#define STATE_POINTSPRITECOORDORIGIN (STATE_DEPTH_BOUNDS + 1)
#define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
#define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
...
...
@@ -3916,6 +3931,8 @@ struct wined3d_state
unsigned
int
sample_mask
;
struct
wined3d_depth_stencil_state
*
depth_stencil_state
;
unsigned
int
stencil_ref
;
bool
depth_bounds_enable
;
float
depth_bounds_min
,
depth_bounds_max
;
struct
wined3d_rasterizer_state
*
rasterizer_state
;
};
...
...
@@ -5135,6 +5152,8 @@ void wined3d_cs_init_object(struct wined3d_cs *cs,
void
(
*
callback
)(
void
*
object
),
void
*
object
)
DECLSPEC_HIDDEN
;
void
wined3d_cs_map_bo_address
(
struct
wined3d_cs
*
cs
,
struct
wined3d_bo_address
*
addr
,
size_t
size
,
unsigned
int
flags
)
DECLSPEC_HIDDEN
;
void
wined3d_device_context_set_depth_bounds
(
struct
wined3d_device_context
*
context
,
bool
enable
,
float
min_depth
,
float
max_depth
);
static
inline
void
wined3d_cs_finish
(
struct
wined3d_cs
*
cs
,
enum
wined3d_cs_queue_id
queue_id
)
{
...
...
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