[PATCH 1/3] wined3d: Don't shift geometry for d3d10/11.

Stefan Dösinger stefan at codeweavers.com
Tue Aug 10 02:22:43 CDT 2021


Am Montag, 9. August 2021, 18:47:18 EAT schrieb Henri Verbeet:
> On Sat, 7 Aug 2021 at 09:00, Stefan Dösinger <stefan at codeweavers.com> wrote:
> > Afaics we have no test that tests if we are doing the right thing in d3d9
> > and earlier. I'll add one, that should hopefully give some clues if the
> > 63.0/128.0 is still correct on today's GPUs or if we need a flat 1.0/2.0
> > on some. If it's the former - and I am not aware of any d3d <= 9 games
> > that have any pixel boundary issues right now - there might be some
> > d3d9/d3d10 difference.
> Yeah, we don't have existing tests for this.

Actually, d3d9's test_viewport is sensitive enough that it starts failing on 
Radeon-MacOS when I change the d3d9 offset to 1.0 (64.0 / 64.0, half a pixel 
thanks to the -1 to 1 NDC). On Linux with the same HW 1.0 is ok. Same things 
apply to the clip control version of viewport_miscpart.

So far all HW/OS combinations I tested pass the d3d9 test with the current 
63/64 or 63/128 in the CC case, but need a flat 0.0 shift for d3d11's test (and 
World of Tanks). However, I now have two differently behaving drivers to try to 
detect some behavior difference. Not sure though if the difference matters for 
the bug I am trying to solve.

>  (And note that originally part of the issue was that the
> filling convention ended up being different for onscreen and offscreen
> render targets due to the y-flip; "AlwaysOffscreen" got rid of at
> least that part of the issue.)

Why did we use the not-quite-0.5-pixels shift in the X direction? We don't flip 
that one.

I remember the bug we tried to solve was Spore generating broken maps. It used 
to work on dx9 cards, broken on dx10 ones, then we fixed dx10 but broke dx9, 
and the 63/64 construct made both happy. I think we blamed it on some drivers 
implicitly rendering upside down in FBOs (and thus reverting our flip) while 
others did not do that. Sadly d3d9's visual.c readback is broken with 
backbuffer rendering, so I couldn't (yet) check if the y-flip still matters.

> I still have a NVIDIA Tesla I would be
> able to test this on, although I don't remember for sure whether it
> was originally affected by this issue. Perhaps others like e.g. Matteo
> would also be able to help with testing.

I have one of those available too, and at least Windows and MacOS El Capitan. 
Not sure about the state of my Linux system on it, presumably I'll struggle 
with the EOL driver. What I don't have right now is a d3d9 or earlier GPU to 
compare to - my GeForce 7 died a while ago and my Radeon X1600 and Radeon 9000 
Mobility are in Vienna.
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