[PATCH 3/5] wined3d: Implement color keying in the ARB fixed function pipeline.
Stefan Dösinger
stefan at codeweavers.com
Tue Apr 14 04:16:24 CDT 2015
I've copypasted glsl_fragment_pipe_alpha_test to arb_program_shader.c
because I expect the GLSL version of this function to go away pretty
soon.
---
dlls/wined3d/arb_program_shader.c | 104 +++++++++++++++++++++++++++++++++-----
1 file changed, 90 insertions(+), 14 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index b9b5541..ef7f6ff 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -5762,7 +5762,8 @@ const struct wined3d_shader_backend_ops arb_program_shader_backend =
/* ARB_fragment_program fixed function pipeline replacement definitions */
#define ARB_FFP_CONST_TFACTOR 0
-#define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_TFACTOR) + 1)
+#define ARB_FFP_CONST_COLOR_KEY ((ARB_FFP_CONST_TFACTOR) + 1)
+#define ARB_FFP_CONST_SPECULAR_ENABLE ((ARB_FFP_CONST_COLOR_KEY) + 1)
#define ARB_FFP_CONST_CONSTANT(i) ((ARB_FFP_CONST_SPECULAR_ENABLE) + 1 + i)
#define ARB_FFP_CONST_BUMPMAT(i) ((ARB_FFP_CONST_CONSTANT(7)) + 1 + i)
#define ARB_FFP_CONST_LUMINANCE(i) ((ARB_FFP_CONST_BUMPMAT(7)) + 1 + i)
@@ -5841,7 +5842,8 @@ static void arbfp_free(struct wined3d_device *device)
static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
{
caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
- | WINED3D_FRAGMENT_CAP_SRGB_WRITE;
+ | WINED3D_FRAGMENT_CAP_SRGB_WRITE
+ | WINED3D_FRAGMENT_CAP_COLOR_KEY;
caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP;
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
WINED3DTEXOPCAPS_SELECTARG1 |
@@ -5995,6 +5997,66 @@ static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
}
+static void alpha_test_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+{
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ int glParm;
+ float ref;
+
+ TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
+
+ if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
+ {
+ gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
+ checkGLcall("glEnable GL_ALPHA_TEST");
+ }
+ else
+ {
+ gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
+ checkGLcall("glDisable GL_ALPHA_TEST");
+ return;
+ }
+
+ ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
+ glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
+
+ if (glParm)
+ {
+ gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
+ checkGLcall("glAlphaFunc");
+ }
+}
+
+static void color_key_arbfp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+{
+ struct wined3d_device *device = context->swapchain->device;
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct wined3d_color float_key;
+ const struct wined3d_texture *texture = state->textures[0];
+
+ if (!texture)
+ return;
+
+ /* Don't load the parameter if we're using an arbfp pixel shader,
+ * otherwise we'll overwrite application provided constants. */
+ if (device->shader_backend == &arb_program_shader_backend)
+ {
+ struct shader_arb_priv *priv;
+
+ if (use_ps(state))
+ return;
+
+ priv = device->shader_priv;
+ priv->pshader_const_dirty[ARB_FFP_CONST_COLOR_KEY] = 1;
+ priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_COLOR_KEY + 1);
+ }
+
+ wined3d_format_convert_color_to_float(texture->resource.format, NULL,
+ texture->async.src_blt_color_key.color_space_high_value, &float_key);
+ GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY, &float_key.r));
+ checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_COLOR_KEY, &float_key.r)");
+}
+
static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
{
const char *ret;
@@ -6237,6 +6299,20 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
GLint pos;
BOOL custom_linear_fog = FALSE;
+ if (!shader_buffer_init(&buffer))
+ {
+ ERR("Failed to initialize shader buffer.\n");
+ return 0;
+ }
+
+ shader_addline(&buffer, "!!ARBfp1.0\n");
+
+ if (settings->color_key_enabled)
+ {
+ shader_addline(&buffer, "PARAM color_key = program.env[%u];\n", ARB_FFP_CONST_COLOR_KEY);
+ tex_read[0] = TRUE;
+ }
+
/* Find out which textures are read */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
{
@@ -6296,15 +6372,6 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
}
lowest_disabled_stage = stage;
- /* Shader header */
- if (!shader_buffer_init(&buffer))
- {
- ERR("Failed to initialize shader buffer.\n");
- return 0;
- }
-
- shader_addline(&buffer, "!!ARBfp1.0\n");
-
switch (settings->fog)
{
case WINED3D_FFP_PS_FOG_OFF: break;
@@ -6423,6 +6490,14 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
settings->op[stage].color_fixup);
}
+ if (settings->color_key_enabled)
+ {
+ shader_addline(&buffer, "SUB TMP, tex0, color_key;\n");
+ shader_addline(&buffer, "DP4 TMP.b, TMP, TMP;\n");
+ shader_addline(&buffer, "SGE TMP, -TMP.b, 0.0;\n");
+ shader_addline(&buffer, "KIL -TMP;\n");
+ }
+
/* Generate the main shader */
for (stage = 0; stage < MAX_TEXTURES; ++stage)
{
@@ -6543,6 +6618,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
}
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
+ color_key_arbfp(context, state, STATE_COLOR_KEY);
}
else if (use_pshader)
{
@@ -6782,9 +6858,9 @@ static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
{STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
- {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
- {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
- {STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), alpha_test_arbfp }, WINED3D_GL_EXT_NONE },
+ {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
+ {STATE_COLOR_KEY, { STATE_COLOR_KEY, color_key_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
--
2.3.4
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