Added wined3d-Implement-oMask patchset

This commit is contained in:
Alistair Leslie-Hughes 2018-05-12 13:55:47 +10:00
parent 054b0f6db6
commit 3851931e1c
3 changed files with 115 additions and 0 deletions

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@ -383,6 +383,7 @@ patch_enable_all ()
enable_wined3d_CSMT_Main="$1"
enable_wined3d_DXTn="$1"
enable_wined3d_Dual_Source_Blending="$1"
enable_wined3d_Implement_oMask="$1"
enable_wined3d_Indexed_Vertex_Blending="$1"
enable_wined3d_QUERY_Stubs="$1"
enable_wined3d_Silence_FIXMEs="$1"
@ -1336,6 +1337,9 @@ patch_enable ()
wined3d-Dual_Source_Blending)
enable_wined3d_Dual_Source_Blending="$2"
;;
wined3d-Implement-oMask)
enable_wined3d_Implement_oMask="$2"
;;
wined3d-Indexed_Vertex_Blending)
enable_wined3d_Indexed_Vertex_Blending="$2"
;;
@ -7925,6 +7929,21 @@ if test "$enable_wined3d_CSMT_Main" -eq 1; then
) >> "$patchlist"
fi
# Patchset wined3d-Implement-oMask
# |
# | This patchset fixes the following Wine bugs:
# | * [#44964] Implement oMask.
# |
# | Modified files:
# | * dlls/wined3d/glsl_shader.c, dlls/wined3d/shader.c, dlls/wined3d/wined3d_private.h
# |
if test "$enable_wined3d_Implement_oMask" -eq 1; then
patch_apply wined3d-Implement-oMask/0001-wined3d-Implement-oMask.patch
(
printf '%s\n' '+ { "Józef Kucia", "wined3d: Implement oMask.", 1 },';
) >> "$patchlist"
fi
# Patchset wined3d-WINED3D_RS_COLORWRITEENABLE
# |
# | This patchset has the following (direct or indirect) dependencies:

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@ -0,0 +1,94 @@
From 18de08ab2090d87ae9a313362fa254c350e5c730 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?J=C3=B3zef=20Kucia?= <joseph.kucia@gmail.com>
Date: Sat, 12 May 2018 09:29:10 +1000
Subject: [PATCH] wined3d: Implement oMask
---
dlls/wined3d/glsl_shader.c | 10 ++++++++++
dlls/wined3d/shader.c | 4 ++++
dlls/wined3d/wined3d_private.h | 6 ++++--
3 files changed, 18 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index c79fbb5f4fc..e250f34b89a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2955,6 +2955,10 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
sprintf(register_name, "vpc[%u]", reg->idx[0].offset);
break;
+ case WINED3DSPR_SAMPLEMASK:
+ sprintf(register_name, "sample_mask");
+ break;
+
default:
FIXME("Unhandled register type %#x.\n", reg->type);
sprintf(register_name, "unrecognized_register");
@@ -7268,6 +7272,9 @@ static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_in
shader_glsl_generate_fog_code(buffer, gl_info, args->fog);
shader_glsl_generate_alpha_test(buffer, gl_info, args->alpha_test_func + 1);
+
+ if (reg_maps->sample_mask)
+ shader_addline(buffer, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
}
/* Context activation is done by the caller. */
@@ -7476,6 +7483,9 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
shader_addline(buffer, "void main()\n{\n");
+ if (reg_maps->sample_mask)
+ shader_addline(buffer, "float sample_mask = uintBitsToFloat(0xffffffffu);\n");
+
/* Direct3D applications expect integer vPos values, while OpenGL drivers
* add approximately 0.5. This causes off-by-one problems as spotted by
* the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 624dc55e900..da7b8134add 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -810,6 +810,10 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
reg_maps->vocp = 1;
break;
+ case WINED3DSPR_SAMPLEMASK:
+ reg_maps->sample_mask = 1;
+ break;
+
default:
TRACE("Not recording register of type %#x and [%#x][%#x].\n",
reg->type, reg->idx[0].offset, reg->idx[1].offset);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index f8f4bd59149..bb2a1068087 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1043,7 +1043,8 @@ struct wined3d_shader_reg_maps
DWORD vocp : 1;
DWORD input_rel_addressing : 1;
DWORD viewport_array : 1;
- DWORD padding : 15;
+ DWORD sample_mask : 1;
+ DWORD padding : 14;
DWORD rt_mask; /* Used render targets, 32 max. */
@@ -4143,13 +4144,14 @@ static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
/* oPos */
return FALSE;
+ case WINED3DSPR_CONSTBOOL: /* b# */
case WINED3DSPR_DEPTHOUT: /* oDepth */
case WINED3DSPR_DEPTHOUTGE:
case WINED3DSPR_DEPTHOUTLE:
- case WINED3DSPR_CONSTBOOL: /* b# */
case WINED3DSPR_LOOP: /* aL */
case WINED3DSPR_PREDICATE: /* p0 */
case WINED3DSPR_PRIMID: /* primID */
+ case WINED3DSPR_SAMPLEMASK:
return TRUE;
case WINED3DSPR_MISCTYPE:
--
2.17.0

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@ -0,0 +1,2 @@
Fixes: [44964] Implement oMask.