Stefan Dösinger : wined3d: Not all cards support float16 filtering.
Alexandre Julliard
julliard at winehq.org
Thu Aug 6 10:49:33 CDT 2009
Module: wine
Branch: master
Commit: c6d3e754821b9b1d21c09e2df915d4415fe028fc
URL: http://source.winehq.org/git/wine.git/?a=commit;h=c6d3e754821b9b1d21c09e2df915d4415fe028fc
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Wed Aug 5 22:12:10 2009 +0200
wined3d: Not all cards support float16 filtering.
---
dlls/wined3d/utils.c | 181 ++++++++++++++++++++++++++++++++++++++++++++++++--
1 files changed, 176 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 71587c1..07a0794 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -273,23 +273,23 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
/* Float */
{WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
GL_RED, GL_HALF_FLOAT_ARB,
- WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
+ WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_FLOAT},
{WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
GL_RED, GL_HALF_FLOAT_ARB,
- WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
+ WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_RG},
{WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
GL_RGB, GL_HALF_FLOAT_ARB,
- WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
+ WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_FLOAT},
{WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
GL_RG, GL_HALF_FLOAT_ARB,
- WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
+ WINED3DFMT_FLAG_RENDERTARGET,
ARB_TEXTURE_RG},
{WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
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},
/* Palettized formats */
{WINED3DFMT_P8, GL_RGBA, GL_RGBA, 0,
@@ -770,6 +770,176 @@ static BOOL init_format_texture_info(struct wined3d_gl_info *gl_info)
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)
{
int idx;
@@ -942,6 +1112,7 @@ BOOL initPixelFormats(struct wined3d_gl_info *gl_info)
apply_format_fixups(gl_info);
init_format_fbo_compat_info(gl_info);
+ init_format_filter_info(gl_info);
return TRUE;
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