Commit ddc29c40 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Make D3DRS_ZBIAS work.

D3DRS_ZBIAS is poorly defined, but it makes sense that the bias should be format independent. Looking at application behaviour, it seems to include a slope scale factor as well. This fixes a couple of regressions introduced by 96b758f7, although it was broken before as well, just in a different way.
parent 39684c7e
......@@ -45,7 +45,7 @@ IDirect3D8* WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT SDKVersion) {
object->IDirect3D8_iface.lpVtbl = &Direct3D8_Vtbl;
object->ref = 1;
object->WineD3D = wined3d_create(8, 0, &object->IDirect3D8_iface);
object->WineD3D = wined3d_create(8, WINED3D_LEGACY_DEPTH_BIAS, &object->IDirect3D8_iface);
TRACE("Created Direct3D object @ %p, WineObj @ %p\n", object, object->WineD3D);
......
......@@ -1445,22 +1445,11 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetClipPlane(IDirect3DDevice8 *iface,
return hr;
}
/* This factor is the result of a trial-and-error search. Both ZBIAS and DEPTHBIAS require
* guesswork by design. d3d9 apps usually use a DEPTHBIAS of -0.00002(Mass Effect 2, WoW).
* d3d8 apps(Final Fantasy XI) set ZBIAS to 15 and still expect the depth test to sort
* objects properly. */
static const float zbias_factor = -0.000005f;
static HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(IDirect3DDevice8 *iface,
D3DRENDERSTATETYPE State, DWORD Value)
{
IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
union
{
DWORD d;
float f;
} wined3d_value;
TRACE("iface %p, state %#x, value %#x.\n", iface, State, Value);
......@@ -1468,8 +1457,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(IDirect3DDevice8 *ifac
switch (State)
{
case D3DRS_ZBIAS:
wined3d_value.f = Value * zbias_factor;
hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, wined3d_value.d);
hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, Value);
break;
default:
......@@ -1485,11 +1473,6 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(IDirect3DDevice8 *ifac
{
IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
union
{
DWORD d;
float f;
} wined3d_value;
TRACE("iface %p, state %#x, value %p.\n", iface, State, pValue);
......@@ -1497,8 +1480,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(IDirect3DDevice8 *ifac
switch (State)
{
case D3DRS_ZBIAS:
hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, &wined3d_value.d);
if (SUCCEEDED(hr)) *pValue = (DWORD)(wined3d_value.f / zbias_factor);
hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, pValue);
break;
default:
......
......@@ -6060,7 +6060,8 @@ HRESULT ddraw_init(IDirectDrawImpl *ddraw, WINED3DDEVTYPE device_type)
ddraw->orig_width = GetSystemMetrics(SM_CXSCREEN);
ddraw->orig_height = GetSystemMetrics(SM_CYSCREEN);
ddraw->wineD3D = wined3d_create(7, WINED3D_PALETTE_PER_SURFACE, &ddraw->IDirectDraw7_iface);
ddraw->wineD3D = wined3d_create(7, WINED3D_PALETTE_PER_SURFACE | WINED3D_LEGACY_DEPTH_BIAS,
&ddraw->IDirectDraw7_iface);
if (!ddraw->wineD3D)
{
WARN("Failed to create a wined3d object.\n");
......
......@@ -2261,12 +2261,8 @@ static HRESULT WINAPI IDirect3DDeviceImpl_2_End(IDirect3DDevice2 *iface, DWORD d
* DDERR_INVALIDPARAMS if Value == NULL
*
*****************************************************************************/
static const float zbias_factor = -0.000005f;
static HRESULT
IDirect3DDeviceImpl_7_GetRenderState(IDirect3DDevice7 *iface,
D3DRENDERSTATETYPE RenderStateType,
DWORD *Value)
static HRESULT IDirect3DDeviceImpl_7_GetRenderState(IDirect3DDevice7 *iface,
D3DRENDERSTATETYPE RenderStateType, DWORD *Value)
{
IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
HRESULT hr;
......@@ -2383,18 +2379,8 @@ IDirect3DDeviceImpl_7_GetRenderState(IDirect3DDevice7 *iface,
break;
case D3DRENDERSTATE_ZBIAS:
{
union
{
DWORD d;
float f;
} wined3d_value;
hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, &wined3d_value.d);
if (SUCCEEDED(hr))
*Value = wined3d_value.f / zbias_factor;
hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, Value);
break;
}
default:
if (RenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00
......@@ -2703,16 +2689,8 @@ IDirect3DDeviceImpl_7_SetRenderState(IDirect3DDevice7 *iface,
break;
case D3DRENDERSTATE_ZBIAS:
{
union
{
DWORD d;
float f;
} wined3d_value;
wined3d_value.f = Value * zbias_factor;
hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, wined3d_value.d);
hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, Value);
break;
}
default:
if (RenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00
......
......@@ -1706,7 +1706,8 @@ static void state_depthbias(DWORD state, struct wined3d_stateblock *stateblock,
if (stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
|| stateblock->state.render_states[WINED3DRS_DEPTHBIAS])
{
struct wined3d_surface *depth = stateblock->device->fb.depth_stencil;
const struct wined3d_device *device = stateblock->device;
const struct wined3d_surface *depth = device->fb.depth_stencil;
float scale;
union
......@@ -1721,23 +1722,34 @@ static void state_depthbias(DWORD state, struct wined3d_stateblock *stateblock,
glEnable(GL_POLYGON_OFFSET_FILL);
checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
if (depth)
if (device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
{
const struct wined3d_format *fmt = depth->resource.format;
scale = powf(2, fmt->depth_size) - 1;
TRACE("Depth format %s, using depthbias scale of %f\n",
debug_d3dformat(fmt->id), scale);
float bias = -(float)const_bias.d;
glPolygonOffset(bias, bias);
checkGLcall("glPolygonOffset");
}
else
{
/* The context manager will reapply this state on a depth stencil change */
TRACE("No depth stencil, using depthbias scale of 0.0\n");
scale = 0;
}
if (depth)
{
const struct wined3d_format *fmt = depth->resource.format;
scale = powf(2, fmt->depth_size) - 1;
TRACE("Depth format %s, using depthbias scale of %.8e.\n",
debug_d3dformat(fmt->id), scale);
}
else
{
/* The context manager will reapply this state on a depth stencil change */
TRACE("No depth stencil, using depthbias scale of 0.0.\n");
scale = 0.0f;
}
glPolygonOffset(scale_bias.f, const_bias.f * scale);
checkGLcall("glPolygonOffset(...)");
} else {
glPolygonOffset(scale_bias.f, const_bias.f * scale);
checkGLcall("glPolygonOffset(...)");
}
}
else
{
glDisable(GL_POLYGON_OFFSET_FILL);
checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
}
......
......@@ -1236,6 +1236,7 @@ enum wined3d_sysval_semantic
#define WINED3DDEVCAPS_NPATCHES 0x01000000
#define WINED3D_PALETTE_PER_SURFACE 0x00000001
#define WINED3D_LEGACY_DEPTH_BIAS 0x00000002
/* dwDDFX */
/* arithmetic stretching along y axis */
......
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