[PATCH 1/4] wined3d: Handle fog_start == fog_end with table fog
Stefan Dösinger
stefan at codeweavers.com
Fri Jun 14 15:34:20 CDT 2013
Wizard101 triggers this when running on a GPU that does not support
shader model 3.
---
dlls/wined3d/arb_program_shader.c | 4 +++-
dlls/wined3d/glsl_shader.c | 4 +++-
dlls/wined3d/state.c | 42 ++++++++++++++++++++++++++++++++++-----
3 files changed, 43 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index fd2df68..3082ba4 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -6513,6 +6513,8 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
static void state_arbfp_fog(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
enum fogsource new_source;
+ DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
+ DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
@@ -6541,7 +6543,7 @@ static void state_arbfp_fog(struct wined3d_context *context, const struct wined3
new_source = FOGSOURCE_FFP;
}
- if (new_source != context->fog_source)
+ if (new_source != context->fog_source || fogstart == fogend)
{
context->fog_source = new_source;
state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e14d7ab..ad9be6a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -7086,6 +7086,8 @@ static void glsl_fragment_pipe_fog(struct wined3d_context *context,
{
BOOL use_vshader = use_vs(state);
enum fogsource new_source;
+ DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
+ DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
context->select_shader = 1;
context->load_constants = 1;
@@ -7107,7 +7109,7 @@ static void glsl_fragment_pipe_fog(struct wined3d_context *context,
new_source = FOGSOURCE_FFP;
}
- if (new_source != context->fog_source)
+ if (new_source != context->fog_source || fogstart == fogend)
{
context->fog_source = new_source;
state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index ffce803..40136be 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1043,10 +1043,40 @@ void state_fogstartend(struct wined3d_context *context, const struct wined3d_sta
fogstart = tmpvalue.f;
tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
fogend = tmpvalue.f;
- /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
- if(fogstart == fogend) {
- fogstart = -INFINITY;
- fogend = 0.0f;
+ /* In GL, fogstart == fogend disables fog. In d3d with vertex
+ * fog, everything is fogged. With table fog, everything with
+ * fog_coord < fog_start is unfogged, and fog_coord > fog_start
+ * is fogged. Windows drivers disagree when fog_coord == fog_start */
+ if (fogstart == fogend)
+ {
+ if (state->render_states[WINED3D_RS_FOGTABLEMODE])
+ {
+ /* Float has 32 bit precision, while FPU registers
+ * have much more(80 bit and more). Thus make sure
+ * that the stored float fogend is > fogstart, not
+ * the fpu register, hence the volatile. */
+ if (isnan(fogstart) || isinf(fogstart) || isinf(-fogstart))
+ {
+ FIXME("Both fogstart and fogend are NaN, INF or -INF\n");
+ }
+ else
+ {
+ float increase = eps;
+ volatile float fogend2 = fogend;
+ do
+ {
+ fogend2 += increase;
+ increase *= 2.0f;
+ }
+ while (fogstart == fogend2);
+ fogend = fogend2;
+ }
+ }
+ else
+ {
+ fogstart = -INFINITY;
+ fogend = 0.0f;
+ }
}
break;
@@ -1072,6 +1102,8 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
{
const struct wined3d_gl_info *gl_info = context->gl_info;
enum fogsource new_source;
+ DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
+ DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
@@ -1217,7 +1249,7 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
glEnableWINE(GL_FOG);
checkGLcall("glEnable GL_FOG");
- if (new_source != context->fog_source)
+ if (new_source != context->fog_source || fogstart == fogend)
{
context->fog_source = new_source;
state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
--
1.8.1.5
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