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vkd3d-shader/ir: Implement exponential fog.
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Notes:
Henri Verbeet
2024-12-02 17:19:05 +01:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1265
@ -500,6 +500,32 @@ enum vkd3d_shader_fog_fragment_mode
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* Equivalently, the fog interpolation factor is 1.
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*/
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VKD3D_SHADER_FOG_FRAGMENT_NONE = 0x0,
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/**
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* The fog interpolation factor is 2^-(k * c).
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*
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* In order to implement traditional exponential fog, as present in
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* Direct3D and OpenGL, i.e.
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*
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* e^-(density * c)
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*
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* set
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*
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* k = density * log₂(e)
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*/
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VKD3D_SHADER_FOG_FRAGMENT_EXP = 0x1,
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/**
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* The fog interpolation factor is 2^-((k * c)²).
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*
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* In order to implement traditional square-exponential fog, as present in
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* Direct3D and OpenGL, i.e.
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*
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* e^-((density * c)²)
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*
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* set
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*
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* k = density * √log₂(e)
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*/
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VKD3D_SHADER_FOG_FRAGMENT_EXP2 = 0x2,
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/**
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* The fog interpolation factor is (E - c) * k.
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*
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@ -871,7 +897,7 @@ enum vkd3d_shader_parameter_name
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*/
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VKD3D_SHADER_PARAMETER_NAME_FOG_END,
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/**
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* Scale value for linear fog.
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* Scale value for fog.
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* See VKD3D_SHADER_PARAMETER_NAME_FOG_FRAGMENT_MODE for documentation of
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* fog.
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*
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@ -6764,7 +6764,7 @@ static enum vkd3d_result insert_fragment_fog_before_ret(struct vsir_program *pro
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uint32_t ssa_factor = program->ssa_count++;
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size_t pos = ret - instructions->elements;
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struct vkd3d_shader_instruction *ins;
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uint32_t ssa_temp;
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uint32_t ssa_temp, ssa_temp2;
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switch (mode)
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{
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@ -6798,6 +6798,71 @@ static enum vkd3d_result insert_fragment_fog_before_ret(struct vsir_program *pro
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src_param_init_parameter(&ins->src[1], VKD3D_SHADER_PARAMETER_NAME_FOG_SCALE, VKD3D_DATA_FLOAT);
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break;
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case VKD3D_SHADER_FOG_FRAGMENT_EXP:
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/* We generate the following code:
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*
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* mul sr0, FOG_SCALE, vFOG.x
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* exp_sat srFACTOR, -sr0
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*/
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if (!shader_instruction_array_insert_at(&program->instructions, pos, 4))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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*ret_pos = pos + 4;
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ssa_temp = program->ssa_count++;
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ins = &program->instructions.elements[pos];
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vsir_instruction_init_with_params(program, ins, &loc, VKD3DSIH_MUL, 1, 2);
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dst_param_init_ssa_float(&ins->dst[0], ssa_temp);
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src_param_init_parameter(&ins->src[0], VKD3D_SHADER_PARAMETER_NAME_FOG_SCALE, VKD3D_DATA_FLOAT);
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vsir_src_param_init(&ins->src[1], VKD3DSPR_INPUT, VKD3D_DATA_FLOAT, 1);
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ins->src[1].reg.idx[0].offset = fog_signature_idx;
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ins->src[1].reg.dimension = VSIR_DIMENSION_VEC4;
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ins->src[1].swizzle = VKD3D_SHADER_SWIZZLE(X, X, X, X);
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vsir_instruction_init_with_params(program, ++ins, &loc, VKD3DSIH_EXP, 1, 1);
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dst_param_init_ssa_float(&ins->dst[0], ssa_factor);
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ins->dst[0].modifiers = VKD3DSPDM_SATURATE;
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src_param_init_ssa_float(&ins->src[0], ssa_temp);
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ins->src[0].modifiers = VKD3DSPSM_NEG;
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break;
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case VKD3D_SHADER_FOG_FRAGMENT_EXP2:
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/* We generate the following code:
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*
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* mul sr0, FOG_SCALE, vFOG.x
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* mul sr1, sr0, sr0
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* exp_sat srFACTOR, -sr1
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*/
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if (!shader_instruction_array_insert_at(&program->instructions, pos, 5))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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*ret_pos = pos + 5;
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ssa_temp = program->ssa_count++;
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ssa_temp2 = program->ssa_count++;
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ins = &program->instructions.elements[pos];
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vsir_instruction_init_with_params(program, ins, &loc, VKD3DSIH_MUL, 1, 2);
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dst_param_init_ssa_float(&ins->dst[0], ssa_temp);
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src_param_init_parameter(&ins->src[0], VKD3D_SHADER_PARAMETER_NAME_FOG_SCALE, VKD3D_DATA_FLOAT);
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vsir_src_param_init(&ins->src[1], VKD3DSPR_INPUT, VKD3D_DATA_FLOAT, 1);
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ins->src[1].reg.idx[0].offset = fog_signature_idx;
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ins->src[1].reg.dimension = VSIR_DIMENSION_VEC4;
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ins->src[1].swizzle = VKD3D_SHADER_SWIZZLE(X, X, X, X);
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vsir_instruction_init_with_params(program, ++ins, &loc, VKD3DSIH_MUL, 1, 2);
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dst_param_init_ssa_float(&ins->dst[0], ssa_temp2);
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src_param_init_ssa_float(&ins->src[0], ssa_temp);
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src_param_init_ssa_float(&ins->src[1], ssa_temp);
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vsir_instruction_init_with_params(program, ++ins, &loc, VKD3DSIH_EXP, 1, 1);
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dst_param_init_ssa_float(&ins->dst[0], ssa_factor);
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ins->dst[0].modifiers = VKD3DSPDM_SATURATE;
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src_param_init_ssa_float(&ins->src[0], ssa_temp2);
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ins->src[0].modifiers = VKD3DSPSM_NEG;
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break;
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default:
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vkd3d_unreachable();
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}
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@ -78,6 +78,20 @@ probe (480, 360) rgba (0.0, 0.4, 1.0, 1.0) 64
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probe (160, 120) rgba (0.0, 0.2, 1.0, 1.0) 64
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probe (480, 360) rgba (0.0, 0.4, 1.0, 1.0) 64
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fog exp ortho 2.0
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draw triangle strip 4
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probe (160, 120) rgba (0.0, 0.45118836, 1.0, 1.0) 64
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probe (480, 360) rgba (0.0, 0.63212056, 1.0, 1.0) 64
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probe (160, 120) rgba (0.0, 0.45118836, 1.0, 1.0) 64
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probe (480, 360) rgba (0.0, 0.63212056, 1.0, 1.0) 64
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fog exp2 ortho 2.0
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draw triangle strip 4
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probe (160, 120) rgba (0.0, 0.30232367, 1.0, 1.0) 64
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probe (480, 360) rgba (0.0, 0.63212056, 1.0, 1.0) 64
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probe (160, 120) rgba (0.0, 0.30232367, 1.0, 1.0) 64
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probe (480, 360) rgba (0.0, 0.63212056, 1.0, 1.0) 64
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% Test a VS that doesn't write fog, but does write specular.
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@ -1450,6 +1450,11 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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if (sscanf(line, "%f %f", &runner->fog_start, &runner->fog_end) < 2)
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fatal_error("Malformed fog constants '%s'.\n", line);
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}
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else if (runner->fog_mode == FOG_MODE_EXP || runner->fog_mode == FOG_MODE_EXP2)
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{
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if (sscanf(line, "%f", &runner->fog_density) < 1)
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fatal_error("Malformed fog constants '%s'.\n", line);
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}
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}
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else if (match_string(line, "fog-colour", &line))
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{
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@ -1909,6 +1914,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
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runner->fog_mode = FOG_MODE_DISABLE;
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runner->fog_start = 0.0f;
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runner->fog_end = 1.0f;
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runner->fog_density = 1.0f;
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runner->sample_mask = ~0u;
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runner->depth_bounds = false;
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@ -234,7 +234,7 @@ struct shader_runner
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bool point_sprite;
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struct vec4 fog_colour;
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enum fog_mode fog_mode;
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float fog_start, fog_end;
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float fog_start, fog_end, fog_density;
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bool ortho_fog;
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};
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@ -522,6 +522,8 @@ static bool d3d9_runner_draw(struct shader_runner *r,
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ok(hr == D3D_OK, "Failed to set render state, hr %#lx.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, float_to_int(runner->r.fog_end));
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ok(hr == D3D_OK, "Failed to set render state, hr %#lx.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGDENSITY, float_to_int(runner->r.fog_density));
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ok(hr == D3D_OK, "Failed to set render state, hr %#lx.\n", hr);
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hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
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ok(hr == D3D_OK, "Failed to create vertex declaration, hr %#lx.\n", hr);
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@ -30,6 +30,9 @@
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#include "vulkan_utils.h"
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#include "vkd3d_test.h"
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#define LOG2_E 1.44269504f
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#define SQRT_LOG2_E 1.20112241f
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struct vulkan_resource
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{
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struct resource r;
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@ -274,6 +277,8 @@ static enum vkd3d_shader_fog_fragment_mode get_fog_fragment_mode(enum fog_mode m
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case FOG_MODE_DISABLE: return VKD3D_SHADER_FOG_FRAGMENT_NONE;
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case FOG_MODE_NONE: return VKD3D_SHADER_FOG_FRAGMENT_LINEAR;
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case FOG_MODE_LINEAR: return VKD3D_SHADER_FOG_FRAGMENT_LINEAR;
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case FOG_MODE_EXP: return VKD3D_SHADER_FOG_FRAGMENT_EXP;
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case FOG_MODE_EXP2: return VKD3D_SHADER_FOG_FRAGMENT_EXP2;
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default: fatal_error("Unhandled fog mode %#x.\n", mode);
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}
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}
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@ -510,15 +515,28 @@ static bool compile_d3d_code(struct vulkan_shader_runner *runner,
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parameters[20].type = VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT;
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parameters[20].data_type = VKD3D_SHADER_PARAMETER_DATA_TYPE_FLOAT32;
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if (runner->r.fog_mode == FOG_MODE_NONE)
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switch (runner->r.fog_mode)
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{
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parameters[19].u.immediate_constant.u.f32 = 0.0f;
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parameters[20].u.immediate_constant.u.f32 = -1.0f;
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}
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else
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{
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parameters[19].u.immediate_constant.u.f32 = runner->r.fog_end;
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parameters[20].u.immediate_constant.u.f32 = 1.0 / (runner->r.fog_end - runner->r.fog_start);
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case FOG_MODE_NONE:
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parameters[19].u.immediate_constant.u.f32 = 0.0f;
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parameters[20].u.immediate_constant.u.f32 = -1.0f;
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break;
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case FOG_MODE_LINEAR:
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parameters[19].u.immediate_constant.u.f32 = runner->r.fog_end;
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parameters[20].u.immediate_constant.u.f32 = 1.0 / (runner->r.fog_end - runner->r.fog_start);
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break;
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case FOG_MODE_EXP:
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parameters[20].u.immediate_constant.u.f32 = runner->r.fog_density * LOG2_E;
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break;
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case FOG_MODE_EXP2:
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parameters[20].u.immediate_constant.u.f32 = runner->r.fog_density * SQRT_LOG2_E;
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break;
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case FOG_MODE_DISABLE:
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break;
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}
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parameters[21].name = VKD3D_SHADER_PARAMETER_NAME_FOG_SOURCE;
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