[PATCH 1/5] wined3d: Make D3DRS_ZBIAS work.
Henri Verbeet
hverbeet at codeweavers.com
Mon Jul 4 14:39:35 CDT 2011
D3DRS_ZBIAS is poorly defined, but it makes sense that the bias should be
format independent. Looking at application behaviour, it seems to include a
slope scale factor as well. This fixes a couple of regressions introduced by
96b758f7b37033bf382ce40dd3310965d3ac3f76, although it was broken before as
well, just in a different way.
---
dlls/d3d8/d3d8_main.c | 2 +-
dlls/d3d8/device.c | 22 ++--------------------
dlls/ddraw/ddraw.c | 3 ++-
dlls/ddraw/device.c | 30 ++++--------------------------
dlls/wined3d/state.c | 38 +++++++++++++++++++++++++-------------
include/wine/wined3d.h | 1 +
6 files changed, 35 insertions(+), 61 deletions(-)
diff --git a/dlls/d3d8/d3d8_main.c b/dlls/d3d8/d3d8_main.c
index 9b1ad37..7e7da43 100644
--- a/dlls/d3d8/d3d8_main.c
+++ b/dlls/d3d8/d3d8_main.c
@@ -45,7 +45,7 @@ IDirect3D8* WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT SDKVersion) {
object->IDirect3D8_iface.lpVtbl = &Direct3D8_Vtbl;
object->ref = 1;
- object->WineD3D = wined3d_create(8, 0, &object->IDirect3D8_iface);
+ object->WineD3D = wined3d_create(8, WINED3D_LEGACY_DEPTH_BIAS, &object->IDirect3D8_iface);
TRACE("Created Direct3D object @ %p, WineObj @ %p\n", object, object->WineD3D);
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index ebab791..c4d4ea9 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -1445,22 +1445,11 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetClipPlane(IDirect3DDevice8 *iface,
return hr;
}
-/* This factor is the result of a trial-and-error search. Both ZBIAS and DEPTHBIAS require
- * guesswork by design. d3d9 apps usually use a DEPTHBIAS of -0.00002(Mass Effect 2, WoW).
- * d3d8 apps(Final Fantasy XI) set ZBIAS to 15 and still expect the depth test to sort
- * objects properly. */
-static const float zbias_factor = -0.000005f;
-
static HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(IDirect3DDevice8 *iface,
D3DRENDERSTATETYPE State, DWORD Value)
{
IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
- union
- {
- DWORD d;
- float f;
- } wined3d_value;
TRACE("iface %p, state %#x, value %#x.\n", iface, State, Value);
@@ -1468,8 +1457,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(IDirect3DDevice8 *ifac
switch (State)
{
case D3DRS_ZBIAS:
- wined3d_value.f = Value * zbias_factor;
- hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, wined3d_value.d);
+ hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, Value);
break;
default:
@@ -1485,11 +1473,6 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(IDirect3DDevice8 *ifac
{
IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
- union
- {
- DWORD d;
- float f;
- } wined3d_value;
TRACE("iface %p, state %#x, value %p.\n", iface, State, pValue);
@@ -1497,8 +1480,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(IDirect3DDevice8 *ifac
switch (State)
{
case D3DRS_ZBIAS:
- hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, &wined3d_value.d);
- if (SUCCEEDED(hr)) *pValue = (DWORD)(wined3d_value.f / zbias_factor);
+ hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, pValue);
break;
default:
diff --git a/dlls/ddraw/ddraw.c b/dlls/ddraw/ddraw.c
index 34b4dbd..bde3703 100644
--- a/dlls/ddraw/ddraw.c
+++ b/dlls/ddraw/ddraw.c
@@ -6060,7 +6060,8 @@ HRESULT ddraw_init(IDirectDrawImpl *ddraw, WINED3DDEVTYPE device_type)
ddraw->orig_width = GetSystemMetrics(SM_CXSCREEN);
ddraw->orig_height = GetSystemMetrics(SM_CYSCREEN);
- ddraw->wineD3D = wined3d_create(7, WINED3D_PALETTE_PER_SURFACE, &ddraw->IDirectDraw7_iface);
+ ddraw->wineD3D = wined3d_create(7, WINED3D_PALETTE_PER_SURFACE | WINED3D_LEGACY_DEPTH_BIAS,
+ &ddraw->IDirectDraw7_iface);
if (!ddraw->wineD3D)
{
WARN("Failed to create a wined3d object.\n");
diff --git a/dlls/ddraw/device.c b/dlls/ddraw/device.c
index 85f9dda..b395272 100644
--- a/dlls/ddraw/device.c
+++ b/dlls/ddraw/device.c
@@ -2261,12 +2261,8 @@ static HRESULT WINAPI IDirect3DDeviceImpl_2_End(IDirect3DDevice2 *iface, DWORD d
* DDERR_INVALIDPARAMS if Value == NULL
*
*****************************************************************************/
-static const float zbias_factor = -0.000005f;
-
-static HRESULT
-IDirect3DDeviceImpl_7_GetRenderState(IDirect3DDevice7 *iface,
- D3DRENDERSTATETYPE RenderStateType,
- DWORD *Value)
+static HRESULT IDirect3DDeviceImpl_7_GetRenderState(IDirect3DDevice7 *iface,
+ D3DRENDERSTATETYPE RenderStateType, DWORD *Value)
{
IDirect3DDeviceImpl *This = (IDirect3DDeviceImpl *)iface;
HRESULT hr;
@@ -2383,18 +2379,8 @@ IDirect3DDeviceImpl_7_GetRenderState(IDirect3DDevice7 *iface,
break;
case D3DRENDERSTATE_ZBIAS:
- {
- union
- {
- DWORD d;
- float f;
- } wined3d_value;
-
- hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, &wined3d_value.d);
- if (SUCCEEDED(hr))
- *Value = wined3d_value.f / zbias_factor;
+ hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, Value);
break;
- }
default:
if (RenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00
@@ -2703,16 +2689,8 @@ IDirect3DDeviceImpl_7_SetRenderState(IDirect3DDevice7 *iface,
break;
case D3DRENDERSTATE_ZBIAS:
- {
- union
- {
- DWORD d;
- float f;
- } wined3d_value;
- wined3d_value.f = Value * zbias_factor;
- hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, wined3d_value.d);
+ hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, Value);
break;
- }
default:
if (RenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index bb2b292..ab6a7d7 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1706,7 +1706,8 @@ static void state_depthbias(DWORD state, struct wined3d_stateblock *stateblock,
if (stateblock->state.render_states[WINED3DRS_SLOPESCALEDEPTHBIAS]
|| stateblock->state.render_states[WINED3DRS_DEPTHBIAS])
{
- struct wined3d_surface *depth = stateblock->device->fb.depth_stencil;
+ const struct wined3d_device *device = stateblock->device;
+ const struct wined3d_surface *depth = device->fb.depth_stencil;
float scale;
union
@@ -1721,23 +1722,34 @@ static void state_depthbias(DWORD state, struct wined3d_stateblock *stateblock,
glEnable(GL_POLYGON_OFFSET_FILL);
checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
- if (depth)
+ if (device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
{
- const struct wined3d_format *fmt = depth->resource.format;
- scale = powf(2, fmt->depth_size) - 1;
- TRACE("Depth format %s, using depthbias scale of %f\n",
- debug_d3dformat(fmt->id), scale);
+ float bias = -(float)const_bias.d;
+ glPolygonOffset(bias, bias);
+ checkGLcall("glPolygonOffset");
}
else
{
- /* The context manager will reapply this state on a depth stencil change */
- TRACE("No depth stencil, using depthbias scale of 0.0\n");
- scale = 0;
- }
+ if (depth)
+ {
+ const struct wined3d_format *fmt = depth->resource.format;
+ scale = powf(2, fmt->depth_size) - 1;
+ TRACE("Depth format %s, using depthbias scale of %.8e.\n",
+ debug_d3dformat(fmt->id), scale);
+ }
+ else
+ {
+ /* The context manager will reapply this state on a depth stencil change */
+ TRACE("No depth stencil, using depthbias scale of 0.0.\n");
+ scale = 0.0f;
+ }
- glPolygonOffset(scale_bias.f, const_bias.f * scale);
- checkGLcall("glPolygonOffset(...)");
- } else {
+ glPolygonOffset(scale_bias.f, const_bias.f * scale);
+ checkGLcall("glPolygonOffset(...)");
+ }
+ }
+ else
+ {
glDisable(GL_POLYGON_OFFSET_FILL);
checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
}
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index 6a01f87..544feae 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -1236,6 +1236,7 @@ enum wined3d_sysval_semantic
#define WINED3DDEVCAPS_NPATCHES 0x01000000
#define WINED3D_PALETTE_PER_SURFACE 0x00000001
+#define WINED3D_LEGACY_DEPTH_BIAS 0x00000002
/* dwDDFX */
/* arithmetic stretching along y axis */
--
1.7.3.4
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