[PATCH 1/2] wined3d: Only use the LSB of the _SAMP_SRGB_TEXTURE state value.
Henri Verbeet
hverbeet at codeweavers.com
Wed Feb 20 04:07:11 CST 2019
From: Paul Gofman <gofmanp at gmail.com>
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=37705
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/d3d9/tests/visual.c | 173 ++++++++++++++++++++++++++++++++++++-----
dlls/wined3d/context.c | 2 +-
dlls/wined3d/state.c | 4 +-
dlls/wined3d/wined3d_private.h | 12 +++
4 files changed, 168 insertions(+), 23 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 13cf6c72833..52d67c81991 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -8886,11 +8886,11 @@ done:
static void srgbtexture_test(void)
{
- /* Fill a texture with 0x7f (~ .5), and then turn on the D3DSAMP_SRGBTEXTURE
- * texture stage state to render a quad using that texture. The resulting
- * color components should be 0x36 (~ 0.21), per this formula:
+ /* The result of sRGB to linear conversion for value 0x7f (~ .5) used on
+ * texture mip level 0 should be 0x36 (~ 0.21), per this formula:
* linear_color = ((srgb_color + 0.055) / 1.055) ^ 2.4
- * This is true where srgb_color > 0.04045. */
+ * This is true where srgb_color > 0.04045.
+ * For the value of 0x3f used on mip level 1 the result should be 0x0d (~0.05). */
struct IDirect3DTexture9 *texture;
struct IDirect3DSurface9 *surface;
IDirect3DDevice9 *device;
@@ -8898,6 +8898,7 @@ static void srgbtexture_test(void)
D3DCOLOR color;
ULONG refcount;
HWND window;
+ DWORD value;
HRESULT hr;
static const float quad[] =
@@ -8925,38 +8926,170 @@ static void srgbtexture_test(void)
goto done;
}
- hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
- ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 2, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
- ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
-
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
fill_surface(surface, 0xff7f7f7f, 0);
IDirect3DSurface9_Release(surface);
+ hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ fill_surface(surface, 0xff3f3f3f, 0);
+ IDirect3DSurface9_Release(surface);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
- hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ /* AMD uses the LSB of the D3DSAMP_SRGBTEXTURE value.
+ * NVIDIA ignores any values other than 0 and 1, leaving the previous
+ * D3DSAMP_SRGBTEXTURE state.
+ * Intel, WARP treat the value as boolean. */
hr = IDirect3DDevice9_BeginScene(device);
- ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
-
- hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, TRUE);
- ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, 0x7e41882a);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_GetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, &value);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ ok(value == 0x7e41882a, "Got unexpected value %#x.\n", value);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
- ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x007f7f7f, 1) || broken(color_match(color, 0x00363636, 1)),
+ "Got unexpected color 0x%08x.\n", color);
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, 100);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_GetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, &value);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ ok(value == 100, "Got unexpected value %#x.\n", value);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
- ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x007f7f7f, 1) || broken(color_match(color, 0x00363636, 1)),
+ "Got unexpected color 0x%08x.\n", color);
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, 2);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_GetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, &value);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ ok(value == 2, "Got unexpected value %#x.\n", value);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
- ok(color_match(color, 0x00363636, 1), "sRGB quad has color 0x%08x, expected 0x00363636.\n", color);
+ ok(color_match(color, 0x007f7f7f, 1) || broken(color_match(color, 0x00363636, 1)),
+ "Got unexpected color 0x%08x.\n", color);
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, 3);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_GetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, &value);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ ok(value == 3, "Got unexpected value %#x.\n", value);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x007f7f7f, 1) || color_match(color, 0x00363636, 1),
+ "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
- ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, TRUE);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_GetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, &value);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ ok(value == TRUE, "Got unexpected value %#x.\n", value);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x00363636, 1), "Got unexpected color 0x%08x.\n", color);
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ /* Set the other state to verify that the sampler just inherits old
+ * D3DSAMP_SRGBTEXTURE but * the old sampler is not preserved entirely on
+ * NVIDIA. */
+ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, 0x7e41882a);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_GetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, &value);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ ok(value == 0x7e41882a, "Got unexpected value %#x.\n", value);
+ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x000d0d0d, 1) || color_match(color, 0x003f3f3f, 1),
+ "Got unexpected color 0x%08x.\n", color);
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_GetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, &value);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ ok(value == 0, "Got unexpected value %#x.\n", value);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x003f3f3f, 1), "Got unexpected color 0x%08x.\n", color);
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, 0x7e41882a);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_GetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, &value);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ ok(value == 0x7e41882a, "Got unexpected value %#x.\n", value);
+ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x003f3f3f, 1) || broken(color_match(color, 0x000d0d0d, 1)),
+ "Got unexpected color 0x%08x.\n", color);
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
IDirect3DTexture9_Release(texture);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 96ba06ddf1c..63ff8336919 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -3719,7 +3719,7 @@ static void context_preload_texture(struct wined3d_context *context,
if (!(texture = state->textures[idx]))
return;
- wined3d_texture_load(texture, context, state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE]);
+ wined3d_texture_load(texture, context, is_srgb_enabled(state->sampler_states[idx]));
}
/* Context activation is done by the caller. */
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 0f7b030b0cc..43746a4363e 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3574,7 +3574,7 @@ static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
desc->max_anisotropy = 1;
desc->compare = texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_SHADOW;
desc->comparison_func = WINED3D_CMP_LESSEQUAL;
- desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
+ desc->srgb_decode = is_srgb_enabled(sampler_states);
if (!(texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FILTERING))
{
@@ -3615,9 +3615,9 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
if (state->textures[sampler_idx])
{
struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[sampler_idx]);
- BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
const DWORD *sampler_states = state->sampler_states[sampler_idx];
struct wined3d_device *device = context->device;
+ BOOL srgb = is_srgb_enabled(sampler_states);
struct wined3d_sampler_desc desc;
struct wined3d_sampler *sampler;
struct wine_rb_entry *entry;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 57df9f1eb24..5751bb2a2ee 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4591,6 +4591,18 @@ static inline void context_apply_state(struct wined3d_context *context,
state_table[rep].apply(context, state, rep);
}
+static inline BOOL is_srgb_enabled(const DWORD *sampler_states)
+{
+ /* Only use the LSB of the WINED3D_SAMP_SRGB_TEXTURE value. This matches
+ * the behaviour of the AMD Windows driver.
+ *
+ * Might & Magic: Heroes VI - Shades of Darkness sets
+ * WINED3D_SAMP_SRGB_TEXTURE to a large value that looks like a
+ * pointer—presumably by accident—and expects sRGB decoding to be
+ * disabled. */
+ return sampler_states[WINED3D_SAMP_SRGB_TEXTURE] & 0x1;
+}
+
static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context,
const struct wined3d_texture *texture)
{
--
2.11.0
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