[PATCH] d3d11: Add support for DepthClipEnable in RSSetState.

Zebediah Figura z.figura12 at gmail.com
Wed May 16 20:57:47 CDT 2018


From: Michael Müller <michael at fds-team.de>

Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
 dlls/d3d10core/tests/device.c |  2 --
 dlls/d3d11/device.c           |  5 ++---
 dlls/d3d11/tests/d3d11.c      |  2 --
 dlls/wined3d/directx.c        |  1 +
 dlls/wined3d/state.c          | 24 ++++++++++++++++++++++++
 dlls/wined3d/stateblock.c     |  2 ++
 dlls/wined3d/utils.c          |  1 +
 dlls/wined3d/wined3d_gl.h     |  1 +
 include/wine/wined3d.h        |  3 ++-
 9 files changed, 33 insertions(+), 8 deletions(-)

diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 4b39c1b..50521bd 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -16894,12 +16894,10 @@ static void test_depth_clip(void)
     ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
     set_viewport(device, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f);
     draw_quad_z(&test_context, 2.0f);
-todo_wine
     check_texture_float(texture, 0.6f, 1);
     draw_quad_z(&test_context, 0.5f);
     check_texture_float(texture, 0.5f, 1);
     draw_quad_z(&test_context, -1.0f);
-todo_wine
     check_texture_float(texture, 0.4f, 1);
 
     ID3D10DepthStencilView_Release(dsv);
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index c930248..37ad327 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -932,6 +932,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceCon
         wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CULLMODE, WINED3D_CULL_BACK);
         wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SLOPESCALEDEPTHBIAS, 0);
         wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DEPTHBIAS, 0);
+        wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DEPTHCLIP, TRUE);
         wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, FALSE);
         wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, FALSE);
         wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ANTIALIASEDLINEENABLE, FALSE);
@@ -948,9 +949,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceCon
     const_bias.f = desc->DepthBias;
     wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SLOPESCALEDEPTHBIAS, scale_bias.d);
     wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DEPTHBIAS, const_bias.d);
-    /* GL_DEPTH_CLAMP */
-    if (!desc->DepthClipEnable)
-        FIXME("Ignoring DepthClipEnable %#x.\n", desc->DepthClipEnable);
+    wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DEPTHCLIP, desc->DepthClipEnable);
     wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, desc->ScissorEnable);
     wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, desc->MultisampleEnable);
     wined3d_device_set_render_state(device->wined3d_device,
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 9e673ee..8269df4 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -26875,12 +26875,10 @@ static void test_depth_clip(void)
     ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
     set_viewport(context, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f);
     draw_quad_z(&test_context, 2.0f);
-todo_wine
     check_texture_float(texture, 0.6f, 1);
     draw_quad_z(&test_context, 0.5f);
     check_texture_float(texture, 0.5f, 1);
     draw_quad_z(&test_context, -1.0f);
-todo_wine
     check_texture_float(texture, 0.4f, 1);
 
     ID3D11DepthStencilView_Release(dsv);
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index e125c5f..0199b99 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -122,6 +122,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
     {"GL_ARB_cull_distance",                ARB_CULL_DISTANCE             },
     {"GL_ARB_debug_output",                 ARB_DEBUG_OUTPUT              },
     {"GL_ARB_depth_buffer_float",           ARB_DEPTH_BUFFER_FLOAT        },
+    {"GL_ARB_depth_clamp",                  ARB_DEPTH_CLAMP               },
     {"GL_ARB_depth_texture",                ARB_DEPTH_TEXTURE             },
     {"GL_ARB_derivative_control",           ARB_DERIVATIVE_CONTROL        },
     {"GL_ARB_draw_buffers",                 ARB_DRAW_BUFFERS              },
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 34e08e9..83903e2 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1821,6 +1821,28 @@ static void state_depthbias(struct wined3d_context *context, const struct wined3
     checkGLcall("depth bias");
 }
 
+static void state_depthclip(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+{
+    const struct wined3d_gl_info *gl_info = context->gl_info;
+
+    if (state->render_states[WINED3D_RS_DEPTHCLIP])
+    {
+        gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
+        checkGLcall("glDisable(GL_DEPTH_CLAMP)");
+    }
+    else
+    {
+        gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
+        checkGLcall("glEnable(GL_DEPTH_CLAMP)");
+    }
+}
+
+static void state_depthclip_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+{
+    if (!state->render_states[WINED3D_RS_DEPTHCLIP])
+        FIXME("Depth clamping not supported by GL.\n");
+}
+
 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
 {
     if (state->render_states[WINED3D_RS_ZVISIBLE])
@@ -4661,6 +4683,8 @@ const struct StateEntryTemplate misc_state_template[] =
     { STATE_RENDER(WINED3D_RS_BLENDFACTOR),               { STATE_RENDER(WINED3D_RS_BLENDFACTOR),               state_blendfactor_w }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3D_RS_DEPTHBIAS),                 { STATE_RENDER(WINED3D_RS_DEPTHBIAS),                 state_depthbias     }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3D_RS_ZVISIBLE),                  { STATE_RENDER(WINED3D_RS_ZVISIBLE),                  state_zvisible      }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3D_RS_DEPTHCLIP),                 { STATE_RENDER(WINED3D_RS_DEPTHCLIP),                 state_depthclip     }, ARB_DEPTH_CLAMP                 },
+    { STATE_RENDER(WINED3D_RS_DEPTHCLIP),                 { STATE_RENDER(WINED3D_RS_DEPTHCLIP),                 state_depthclip_w   }, WINED3D_GL_EXT_NONE             },
     /* Samplers */
     { STATE_SAMPLER(0),                                   { STATE_SAMPLER(0),                                   sampler             }, WINED3D_GL_EXT_NONE             },
     { STATE_SAMPLER(1),                                   { STATE_SAMPLER(1),                                   sampler             }, WINED3D_GL_EXT_NONE             },
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index b4d1751..a60903d 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -90,6 +90,7 @@ static const DWORD pixel_states_render[] =
     WINED3D_RS_ZENABLE,
     WINED3D_RS_ZFUNC,
     WINED3D_RS_ZWRITEENABLE,
+    WINED3D_RS_DEPTHCLIP,
 };
 
 static const DWORD pixel_states_texture[] =
@@ -1257,6 +1258,7 @@ static void state_init_default(struct wined3d_state *state, const struct wined3d
     state->render_states[WINED3D_RS_BLENDFACTOR] = 0xffffffff;
     state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
     state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
+    state->render_states[WINED3D_RS_DEPTHCLIP] = TRUE;
     state->render_states[WINED3D_RS_WRAP8] = 0;
     state->render_states[WINED3D_RS_WRAP9] = 0;
     state->render_states[WINED3D_RS_WRAP10] = 0;
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 49b08bf..e25b95e 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -4434,6 +4434,7 @@ const char *debug_d3drenderstate(enum wined3d_render_state state)
         D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
         D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
         D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
+        D3DSTATE_TO_STR(WINED3D_RS_DEPTHCLIP);
 #undef D3DSTATE_TO_STR
         default:
             FIXME("Unrecognized %u render state!\n", state);
diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h
index 3140526..525c298 100644
--- a/dlls/wined3d/wined3d_gl.h
+++ b/dlls/wined3d/wined3d_gl.h
@@ -55,6 +55,7 @@ enum wined3d_gl_extension
     ARB_CULL_DISTANCE,
     ARB_DEBUG_OUTPUT,
     ARB_DEPTH_BUFFER_FLOAT,
+    ARB_DEPTH_CLAMP,
     ARB_DEPTH_TEXTURE,
     ARB_DERIVATIVE_CONTROL,
     ARB_DRAW_BUFFERS,
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index 15e14e5..09e3a4e 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -386,8 +386,9 @@ enum wined3d_render_state
     WINED3D_RS_SRCBLENDALPHA                = 207,
     WINED3D_RS_DESTBLENDALPHA               = 208,
     WINED3D_RS_BLENDOPALPHA                 = 209,
+    WINED3D_RS_DEPTHCLIP                    = 210,
 };
-#define WINEHIGHEST_RENDER_STATE                                WINED3D_RS_BLENDOPALPHA
+#define WINEHIGHEST_RENDER_STATE                                WINED3D_RS_DEPTHCLIP
 
 enum wined3d_blend
 {
-- 
2.7.4




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