Zebediah Figura : wined3d: Implement OpenGL sample masks.
Alexandre Julliard
julliard at winehq.org
Wed Sep 2 15:24:33 CDT 2020
Module: wine
Branch: master
Commit: d08ef1e2cacc0bbf4ee62dc3ed46638e059c2f97
URL: https://source.winehq.org/git/wine.git/?a=commit;h=d08ef1e2cacc0bbf4ee62dc3ed46638e059c2f97
Author: Zebediah Figura <z.figura12 at gmail.com>
Date: Wed Sep 2 00:27:43 2020 -0500
wined3d: Implement OpenGL sample masks.
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d10core/tests/d3d10core.c | 2 +-
dlls/d3d11/tests/d3d11.c | 2 +-
dlls/d3d9/tests/visual.c | 2 +-
dlls/wined3d/state.c | 26 +++++++++++++++++++++++---
4 files changed, 26 insertions(+), 6 deletions(-)
diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c
index c3bb951ed8..deb6144a4b 100644
--- a/dlls/d3d10core/tests/d3d10core.c
+++ b/dlls/d3d10core/tests/d3d10core.c
@@ -17849,7 +17849,7 @@ static void test_sample_mask(void)
draw_quad(&test_context);
ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)test_context.backbuffer, 0,
(ID3D10Resource *)texture, 0, texture_desc.Format);
- todo_wine check_texture_color(test_context.backbuffer, 0xbfbfbfbf, 1);
+ check_texture_color(test_context.backbuffer, 0xbfbfbfbf, 1);
ID3D10RenderTargetView_Release(rtv);
ID3D10Texture2D_Release(texture);
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 4704dad1aa..5b9bb50a89 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -29017,7 +29017,7 @@ static void test_sample_mask(void)
draw_quad(&test_context);
ID3D11DeviceContext_ResolveSubresource(context, (ID3D11Resource *)test_context.backbuffer, 0,
(ID3D11Resource *)texture, 0, texture_desc.Format);
- todo_wine check_texture_color(test_context.backbuffer, 0x3f3f3f3f, 1);
+ check_texture_color(test_context.backbuffer, 0x3f3f3f3f, 1);
ID3D11RenderTargetView_Release(rtv);
ID3D11Texture2D_Release(texture);
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index daf4a12b45..5218d8a202 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -26815,7 +26815,7 @@ static void test_sample_mask(void)
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
get_rt_readback(rt, &rb);
colour = get_readback_color(&rb, 64, 64);
- todo_wine ok(color_match(colour, 0xffff8080, 1), "Got unexpected colour %08x.\n", colour);
+ ok(color_match(colour, 0xffff8080, 1), "Got unexpected colour %08x.\n", colour);
release_surface_readback(&rb);
hr = IDirect3DDevice9_EndScene(device);
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 08b8aab546..51a24753c8 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1925,8 +1925,27 @@ static void state_antialias(struct wined3d_context *context, const struct wined3
static void state_sample_mask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
- if (state->sample_mask != 0xffffffff)
- FIXME("Sample mask %#x not yet implemented.\n", state->sample_mask);
+ const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
+ unsigned int sample_mask = state->sample_mask;
+
+ TRACE("Setting sample mask to %#x.\n", sample_mask);
+ if (sample_mask != 0xffffffff)
+ {
+ gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_MASK);
+ checkGLcall("glEnable GL_SAMPLE_MASK");
+ GL_EXTCALL(glSampleMaski(0, sample_mask));
+ checkGLcall("glSampleMaski");
+ }
+ else
+ {
+ gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_MASK);
+ checkGLcall("glDisable GL_SAMPLE_MASK");
+ }
+}
+
+static void state_sample_mask_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+{
+ WARN("Unsupported in local OpenGL implementation: glSampleMaski.\n");
}
static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@@ -4603,7 +4622,8 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
{ STATE_BLEND, { STATE_BLEND, blend }, WINED3D_GL_EXT_NONE },
{ STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor }, EXT_BLEND_COLOR },
{ STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor_w}, WINED3D_GL_EXT_NONE },
- { STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask }, WINED3D_GL_EXT_NONE },
+ { STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask }, ARB_TEXTURE_MULTISAMPLE },
+ { STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask_w }, WINED3D_GL_EXT_NONE },
{ STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
{ STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
{ STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL },
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