[PATCH] d3d11: Add support for DepthClipEnable in RSSetState.
Józef Kucia
joseph.kucia at gmail.com
Thu May 17 03:21:30 CDT 2018
On Thu, May 17, 2018 at 3:57 AM, Zebediah Figura <z.figura12 at gmail.com> wrote:
> 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);
You shouldn't add new render states. It should go through
wined3d_rasterizer_state instead.
> 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 },
You should add ARB_DEPTH_CLAMP to the core_extensions table.
> {"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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