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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