Stefan Dösinger : wined3d: The final luminance factor is clamped.
Alexandre Julliard
julliard at winehq.org
Tue Aug 26 07:07:15 CDT 2008
Module: wine
Branch: master
Commit: 4767be8cdedfbd8e03eb11df7304765d693e7f5c
URL: http://source.winehq.org/git/wine.git/?a=commit;h=4767be8cdedfbd8e03eb11df7304765d693e7f5c
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Wed Aug 20 10:23:25 2008 -0500
wined3d: The final luminance factor is clamped.
---
dlls/d3d9/tests/visual.c | 44 ++++++++++++++++++++++++++++++++++++-
dlls/wined3d/arb_program_shader.c | 5 ++-
2 files changed, 46 insertions(+), 3 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 6562187..d36411f 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -7860,7 +7860,49 @@ static void fixed_function_bumpmap_test(IDirect3DDevice9 *device)
* green: 0.5 * (0.25 * 2.0 + 0.1) = 0.5 * 0.6 = 0.3 = 0x4c
* green: 0.75 * (0.25 * 2.0 + 0.1) = 0.75 * 0.6 = 0.45 = 0x72
*/
- ok(color_match(color, 0x00994c72, 2), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
+ ok(color_match(color, 0x00994c72, 3), "bumpmap failed: Got color 0x%08x, expected 0x00994c72.\n", color);
+
+ /* Check a result scale factor > 1.0 */
+ scale = 10;
+ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale));
+ ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
+ offset = 10;
+ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset));
+ ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
+
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
+ if(SUCCEEDED(hr)) {
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
+ }
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color);
+
+ /* Check clamping in the scale factor calculation */
+ scale = 1000;
+ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale));
+ ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
+ offset = -1;
+ hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset));
+ ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
+
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
+ if(SUCCEEDED(hr)) {
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
+ }
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr);
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 0d8c4eb..99cc130 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -2555,7 +2555,8 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color,
break;
case WINED3DTOP_BLENDTEXTUREALPHAPM:
- shader_addline(buffer, "SUB arg0.a, const.x, %s;\n", arg1);
+ arg0 = get_argreg(buffer, 0, stage, WINED3DTA_TEXTURE);
+ shader_addline(buffer, "SUB arg0.a, const.x, %s.a;\n", arg0);
shader_addline(buffer, "MAD_SAT %s%s, %s, arg0.a, %s;\n", dstreg, dstmask, arg2, arg1);
break;
@@ -2776,7 +2777,7 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_settings *settings, IWineD3DStateB
shader_addline(&buffer, "TEX%s tex%u, ret, texture[%u], %s;\n",
sat, stage, stage, textype);
if(settings->op[stage - 1].cop == WINED3DTOP_BUMPENVMAPLUMINANCE) {
- shader_addline(&buffer, "MAD ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
+ shader_addline(&buffer, "MAD_SAT ret.r, tex%u.b, luminance%u.r, luminance%u.g;\n",
stage - 1, stage - 1, stage - 1);
shader_addline(&buffer, "MUL tex%u, tex%u, ret.r;\n", stage, stage);
}
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