[PATCH 2/2] wined3d: Work around broken FFP fog with ARB shaders

Stefan Dösinger stefan at codeweavers.com
Tue Jun 18 09:17:19 CDT 2013


This makes the following tests pass on nvidia, r300g and r600g, which
makes my life maintaining the ARB shader backend much easier.
---
 dlls/wined3d/arb_program_shader.c |  49 +++++++++++++++---
 dlls/wined3d/directx.c            | 105 ++++++++++++++++++++++++++++++++++++++
 dlls/wined3d/wined3d_private.h    |   1 +
 3 files changed, 148 insertions(+), 7 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 3082ba4..8984e91 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -278,6 +278,7 @@ struct shader_arb_ctx_priv
     BOOL                                muted;
     unsigned int                        num_loops, loop_depth, num_ifcs;
     int                                 aL;
+    BOOL                                custom_linear_fog;
 
     unsigned int                        vs_clipplanes;
     BOOL                                footer_written;
@@ -1160,7 +1161,8 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
             break;
 
         case WINED3DSPR_COLOROUT:
-            if (ctx->cur_ps_args->super.srgb_correction && !reg->idx[0].offset)
+            if ((ctx->cur_ps_args->super.srgb_correction || ctx->custom_linear_fog)
+                    && !reg->idx[0].offset)
             {
                 strcpy(register_name, "TMP_COLOR");
             }
@@ -3559,6 +3561,14 @@ static void init_ps_input(const struct wined3d_shader *shader,
     }
 }
 
+static void arbfp_add_linear_fog(struct wined3d_shader_buffer *buffer,
+        const char *fragcolor, const char *tmp)
+{
+    shader_addline(buffer, "SUB %s.x, state.fog.params.z, fragment.fogcoord.x;\n", tmp);
+    shader_addline(buffer, "MUL_SAT %s.x, %s.x, state.fog.params.w;\n", tmp, tmp);
+    shader_addline(buffer, "LRP %s.rgb, %s.x, %s, state.fog.color;\n", fragcolor, tmp, fragcolor);
+}
+
 /* Context activation is done by the caller. */
 static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
         const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer,
@@ -3622,6 +3632,7 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
     priv_ctx.cur_np2fixup_info = &compiled->np2fixup_info;
     init_ps_input(shader, args, &priv_ctx);
     list_init(&priv_ctx.control_frames);
+    priv_ctx.custom_linear_fog = FALSE;
 
     /* Avoid enabling NV_fragment_program* if we do not need it.
      *
@@ -3674,6 +3685,11 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
             case WINED3D_FFP_PS_FOG_OFF:
                 break;
             case WINED3D_FFP_PS_FOG_LINEAR:
+                if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
+                {
+                    priv_ctx.custom_linear_fog = TRUE;
+                    break;
+                }
                 shader_addline(buffer, "OPTION ARB_fog_linear;\n");
                 break;
             case WINED3D_FFP_PS_FOG_EXP:
@@ -3703,7 +3719,7 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
     }
     else
     {
-        if (args->super.srgb_correction)
+        if (args->super.srgb_correction || priv_ctx.custom_linear_fog)
         {
             if (shader->u.ps.color0_mov)
             {
@@ -3854,6 +3870,9 @@ static GLuint shader_arb_generate_pshader(const struct wined3d_shader *shader,
                                   priv_ctx.target_version >= NV2);
     }
 
+    if (priv_ctx.custom_linear_fog)
+        arbfp_add_linear_fog(buffer, fragcolor, "TA");
+
     if(strcmp(fragcolor, "result.color")) {
         shader_addline(buffer, "MOV result.color, %s;\n", fragcolor);
     }
@@ -6147,6 +6166,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
     BOOL op_equal;
     const char *final_combiner_src = "ret";
     GLint pos;
+    BOOL custom_linear_fog = FALSE;
 
     /* Find out which textures are read */
     for (stage = 0; stage < MAX_TEXTURES; ++stage)
@@ -6219,7 +6239,15 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
     switch (settings->fog)
     {
         case WINED3D_FFP_PS_FOG_OFF:                                                         break;
-        case WINED3D_FFP_PS_FOG_LINEAR: shader_addline(&buffer, "OPTION ARB_fog_linear;\n"); break;
+        case WINED3D_FFP_PS_FOG_LINEAR:
+            if (gl_info->quirks & WINED3D_QUIRK_BROKEN_ARB_FOG)
+            {
+                custom_linear_fog = TRUE;
+                break;
+            }
+            shader_addline(&buffer, "OPTION ARB_fog_linear;\n");
+            break;
+
         case WINED3D_FFP_PS_FOG_EXP:    shader_addline(&buffer, "OPTION ARB_fog_exp;\n");    break;
         case WINED3D_FFP_PS_FOG_EXP2:   shader_addline(&buffer, "OPTION ARB_fog_exp2;\n");   break;
         default: FIXME("Unexpected fog setting %d\n", settings->fog);
@@ -6384,12 +6412,19 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, con
         }
     }
 
-    if(settings->sRGB_write) {
+    if (settings->sRGB_write || custom_linear_fog)
+    {
         shader_addline(&buffer, "MAD ret, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
-        arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
+        if (settings->sRGB_write)
+            arbfp_add_sRGB_correction(&buffer, "ret", "arg0", "arg1", "arg2", "tempreg", FALSE);
+        if (custom_linear_fog)
+            arbfp_add_linear_fog(&buffer, "ret", "arg0");
         shader_addline(&buffer, "MOV result.color, ret;\n");
-    } else {
-        shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n", final_combiner_src);
+    }
+    else
+    {
+        shader_addline(&buffer, "MAD result.color, fragment.color.secondary, specular_enable, %s;\n",
+                final_combiner_src);
     }
 
     /* Footer */
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 760fa34..8320852 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -791,6 +791,101 @@ static BOOL match_r200(const struct wined3d_gl_info *gl_info, const char *gl_ren
     return FALSE;
 }
 
+static BOOL match_broken_arb_fog(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
+        enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
+{
+    DWORD data[4];
+    GLuint tex, fbo;
+    GLenum status;
+    float color[4] = {0.0f, 1.0f, 0.0f, 0.0f};
+    GLuint prog;
+    GLint err_pos;
+    static const char *program_code =
+        "!!ARBfp1.0\n"
+        "OPTION ARB_fog_linear;\n"
+        "MOV result.color, {1.0, 0.0, 0.0, 0.0};\n"
+        "END\n";
+
+    if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
+        return FALSE;
+    if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
+        return FALSE;
+
+    gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
+    gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
+    gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+    gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+    gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 4, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
+    checkGLcall("glTexImage2D");
+
+    gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
+    gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+    gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
+    checkGLcall("glFramebufferTexture2D");
+
+    status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
+    if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
+    checkGLcall("glCheckFramebufferStatus");
+
+    gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
+    gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
+    checkGLcall("glClear");
+    gl_info->gl_ops.gl.p_glViewport(0, 0, 4, 1);
+    checkGLcall("glViewport");
+
+    gl_info->gl_ops.gl.p_glEnable(GL_FOG);
+    gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, 0.5f);
+    gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, 0.5f);
+    gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
+    gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
+    gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, color);
+    checkGLcall("fog setup");
+
+    GL_EXTCALL(glGenProgramsARB(1, &prog));
+    GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog));
+    GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
+            strlen(program_code), program_code));
+    gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
+    checkGLcall("Test fragment program setup");
+
+    gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &err_pos);
+    if (err_pos != -1)
+    {
+        const char *error_str;
+        error_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB);
+        FIXME("Fog test program error at position %d: %s\n\n", err_pos, debugstr_a(error_str));
+    }
+
+    gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
+    gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f,  0.0f);
+    gl_info->gl_ops.gl.p_glVertex3f( 1.0f, -1.0f,  1.0f);
+    gl_info->gl_ops.gl.p_glVertex3f(-1.0f,  1.0f,  0.0f);
+    gl_info->gl_ops.gl.p_glVertex3f( 1.0f,  1.0f,  1.0f);
+    gl_info->gl_ops.gl.p_glEnd();
+    checkGLcall("ARBfp fog test draw");
+
+    gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
+    checkGLcall("glGetTexImage");
+    data[0] &= 0x00ffffff;
+    data[1] &= 0x00ffffff;
+    data[2] &= 0x00ffffff;
+    data[3] &= 0x00ffffff;
+
+    gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
+    gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
+
+    gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
+    gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
+    gl_info->gl_ops.gl.p_glDisable(GL_FOG);
+    GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
+    gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
+    GL_EXTCALL(glDeleteProgramsARB(1, &prog));
+    checkGLcall("ARBfp fog test teardown");
+
+    TRACE("Fog test data: %08x %08x %08x %08x\n", data[0], data[1], data[2], data[3]);
+    return data[0] != 0x00ff0000 || data[3] != 0x0000ff00;
+}
+
 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
 {
     /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
@@ -914,6 +1009,11 @@ static void quirk_r200_constants(struct wined3d_gl_info *gl_info)
     gl_info->reserved_arb_constants = max(gl_info->reserved_arb_constants, 1);
 }
 
+static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info)
+{
+    gl_info->quirks |= WINED3D_QUIRK_BROKEN_ARB_FOG;
+}
+
 struct driver_quirk
 {
     BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
@@ -999,6 +1099,11 @@ static const struct driver_quirk quirk_table[] =
         quirk_r200_constants,
         "r200 vertex shader constants"
     },
+    {
+        match_broken_arb_fog,
+        quirk_broken_arb_fog,
+        "ARBfp fogstart == fogend workaround"
+    },
 };
 
 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 1ed2587..dca0d61 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -62,6 +62,7 @@
 #define WINED3D_QUIRK_BROKEN_RGBA16             0x00000040
 #define WINED3D_QUIRK_INFO_LOG_SPAM             0x00000080
 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING     0x00000100
+#define WINED3D_QUIRK_BROKEN_ARB_FOG            0x00000200
 
 /* Texture format fixups */
 
-- 
1.8.1.5




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