Added wined3d-zero-inf-shaders patchset

This commit is contained in:
Alistair Leslie-Hughes 2019-09-12 08:33:01 +10:00
parent fb18deb95f
commit 8390ba0d95
3 changed files with 201 additions and 1 deletions

View File

@ -52,7 +52,7 @@ usage()
# Get the upstream commit sha
upstream_commit()
{
echo "1413f577c592cd4aaeb3dba1a8adbe3e04d62d29"
echo "6033b3a7fbc29bc911b0173499b288ce7f226a4a"
}
# Show version information
@ -333,6 +333,7 @@ patch_enable_all ()
enable_wined3d_mesa_texture_download="$1"
enable_wined3d_unset_flip_gdi="$1"
enable_wined3d_wined3d_guess_gl_vendor="$1"
enable_wined3d_zero_inf_shaders="$1"
enable_winedbg_Process_Arguments="$1"
enable_winedevice_Default_Drivers="$1"
enable_winemapi_user_xdg_mail="$1"
@ -1124,6 +1125,9 @@ patch_enable ()
wined3d-wined3d_guess_gl_vendor)
enable_wined3d_wined3d_guess_gl_vendor="$2"
;;
wined3d-zero-inf-shaders)
enable_wined3d_zero_inf_shaders="$2"
;;
winedbg-Process_Arguments)
enable_winedbg_Process_Arguments="$2"
;;
@ -6815,6 +6819,21 @@ if test "$enable_wined3d_wined3d_guess_gl_vendor" -eq 1; then
) >> "$patchlist"
fi
# Patchset wined3d-zero-inf-shaders
# |
# | This patchset fixes the following Wine bugs:
# | * [#34266] wined3d: Add a setting to workaround 0 * inf problem in shader models 1-3.
# |
# | Modified files:
# | * dlls/wined3d/glsl_shader.c, dlls/wined3d/wined3d_main.c, dlls/wined3d/wined3d_private.h
# |
if test "$enable_wined3d_zero_inf_shaders" -eq 1; then
patch_apply wined3d-zero-inf-shaders/0001-wined3d-Add-a-setting-to-workaround-0-inf-problem-in.patch
(
printf '%s\n' '+ { "Paul Gofman", "wined3d: Add a setting to workaround 0 * inf problem in shader models 1-3.", 1 },';
) >> "$patchlist"
fi
# Patchset winedbg-Process_Arguments
# |
# | Modified files:

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@ -0,0 +1,180 @@
From 2c66de2b511d09d4998c5df1ca48487ff8e80142 Mon Sep 17 00:00:00 2001
From: Paul Gofman <gofmanp@gmail.com>
Date: Mon, 9 Sep 2019 18:48:43 +0300
Subject: [PATCH] wined3d: Add a setting to workaround 0 * inf problem in
shader models 1-3.
Adds 'multiply_special' config option which works around
https://bugs.winehq.org/show_bug.cgi?id=34266.
Signed-off-by: Paul Gofman <gofmanp@gmail.com>
---
dlls/wined3d/glsl_shader.c | 75 +++++++++++++++++++++++++++++-----
dlls/wined3d/wined3d_main.c | 3 ++
dlls/wined3d/wined3d_private.h | 1 +
3 files changed, 68 insertions(+), 11 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 99ffbf2634..aff92b6935 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2307,6 +2307,19 @@ static void shader_generate_glsl_declarations(const struct wined3d_context_gl *c
if (wined3d_settings.strict_shader_math)
shader_addline(buffer, "#pragma optionNV(fastmath off)\n");
+ if (wined3d_settings.multiply_special)
+ {
+ shader_addline(buffer, "float dot1(float v1, float v2) {return abs(v1) == 0.0 || abs(v2) == 0.0 ? 0.0 : v1 * v2;}\n");
+ shader_addline(buffer, "float dot2(vec2 v1, vec2 v2) {return dot1(v1.x, v2.x) + dot1(v1.y, v2.y);}\n");
+ shader_addline(buffer, "float dot3(vec3 v1, vec3 v2) {return dot2(v1.xy, v2.xy) + dot1(v1.z, v2.z);}\n");
+ shader_addline(buffer, "float dot4(vec4 v1, vec4 v2) {return dot2(v1.xy, v2.xy) + dot2(v1.zw, v2.zw);}\n");
+
+ shader_addline(buffer, "float mul1(float v1, float v2) {return abs(v1) == 0.0 || abs(v2) == 0.0 ? 0.0 : v1 * v2;}\n");
+ shader_addline(buffer, "vec2 mul2(vec2 v1, vec2 v2) {return vec2(mul1(v1.x, v2.x), mul1(v1.y, v2.y));}\n");
+ shader_addline(buffer, "vec3 mul3(vec3 v1, vec3 v2) {return vec3(mul2(v1.xy, v2.xy), mul1(v1.z, v2.z));}\n");
+ shader_addline(buffer, "vec4 mul4(vec4 v1, vec4 v2) {return vec4(mul2(v1.xy, v2.xy), mul2(v1.zw, v2.zw));}\n");
+ }
+
prefix = shader_glsl_get_prefix(version->type);
/* Prototype the subroutines */
@@ -3837,7 +3850,11 @@ static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
write_mask = shader_glsl_append_dst(buffer, ins);
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
- shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
+ if (wined3d_settings.multiply_special && ins->handler_idx == WINED3DSIH_MUL)
+ shader_addline(buffer, "mul%d(%s, %s));\n", shader_glsl_get_write_mask_size(write_mask),
+ src0_param.param_str, src1_param.param_str);
+ else
+ shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
}
static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
@@ -4049,26 +4066,45 @@ static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
struct glsl_src_param src0_param;
struct glsl_src_param src1_param;
DWORD dst_write_mask, src_write_mask;
- unsigned int dst_size;
+ unsigned int dst_size, src_size;
dst_write_mask = shader_glsl_append_dst(buffer, ins);
dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
/* dp4 works on vec4, dp3 on vec3, etc. */
if (ins->handler_idx == WINED3DSIH_DP4)
+ {
src_write_mask = WINED3DSP_WRITEMASK_ALL;
+ src_size = 4;
+ }
else if (ins->handler_idx == WINED3DSIH_DP3)
+ {
src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
+ src_size = 3;
+ }
else
+ {
src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
-
+ src_size = 2;
+ }
shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
- if (dst_size > 1) {
- shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
- } else {
- shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
+ if (dst_size > 1)
+ {
+ if (wined3d_settings.multiply_special)
+ shader_addline(buffer, "vec%d(dot%d(%s, %s)));\n", dst_size, src_size,
+ src0_param.param_str, src1_param.param_str);
+ else
+ shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size,
+ src0_param.param_str, src1_param.param_str);
+ }
+ else
+ {
+ if (wined3d_settings.multiply_special)
+ shader_addline(buffer, "dot%d(%s, %s));\n", src_size, src0_param.param_str, src1_param.param_str);
+ else
+ shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
}
}
@@ -4290,8 +4326,20 @@ static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
src_param.param_str, src_param.param_str);
shader_glsl_append_dst(buffer, ins);
- shader_addline(buffer, "tmp0.x == 0.0 ? %s : (%s * inversesqrt(tmp0.x)));\n",
- src_param.param_str, src_param.param_str);
+ if (wined3d_settings.multiply_special && mask_size == 4)
+ {
+ static const float max_float = FLT_MAX;
+
+ shader_addline(buffer, "tmp0.x == 0.0 ? vec4(vec3(0.0), sign(%s[3]) * ",
+ src_param.param_str);
+ shader_glsl_append_imm_vec(buffer, &max_float, 1, ins->ctx->gl_info);
+ shader_addline(buffer, ") : (%s * inversesqrt(tmp0.x)));\n", src_param.param_str);
+ }
+ else
+ {
+ shader_addline(buffer, "tmp0.x == 0.0 ? %s : (%s * inversesqrt(tmp0.x)));\n",
+ src_param.param_str, src_param.param_str);
+ }
}
static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins)
@@ -4663,8 +4711,13 @@ static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
- shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
- src0_param.param_str, src1_param.param_str, src2_param.param_str);
+ if (wined3d_settings.multiply_special)
+ shader_addline(ins->ctx->buffer, "mul%d(%s, %s) + %s);\n",
+ shader_glsl_get_write_mask_size(write_mask), src0_param.param_str,
+ src1_param.param_str, src2_param.param_str);
+ else
+ shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
+ src0_param.param_str, src1_param.param_str, src2_param.param_str);
}
/* Handles transforming all WINED3DSIO_M?x? opcodes for
diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c
index 2c68ae5df4..ea378d90e9 100644
--- a/dlls/wined3d/wined3d_main.c
+++ b/dlls/wined3d/wined3d_main.c
@@ -111,6 +111,7 @@ struct wined3d_settings wined3d_settings =
~0u, /* Don't force a specific sample count by default. */
FALSE, /* Don't range check relative addressing indices in float constants. */
FALSE, /* No strict shader math by default. */
+ 0, /* IEEE 0 * inf result. */
~0U, /* No VS shader model limit by default. */
~0U, /* No HS shader model limit by default. */
~0U, /* No DS shader model limit by default. */
@@ -367,6 +368,8 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
}
if (!get_config_key_dword(hkey, appkey, "strict_shader_math", &wined3d_settings.strict_shader_math))
ERR_(winediag)("Setting strict shader math to %#x.\n", wined3d_settings.strict_shader_math);
+ if (!get_config_key_dword(hkey, appkey, "multiply_special", &wined3d_settings.multiply_special))
+ ERR_(winediag)("Setting multiply special to %#x.\n", wined3d_settings.multiply_special);
if (!get_config_key_dword(hkey, appkey, "MaxShaderModelVS", &wined3d_settings.max_sm_vs))
TRACE("Limiting VS shader model to %u.\n", wined3d_settings.max_sm_vs);
if (!get_config_key_dword(hkey, appkey, "MaxShaderModelHS", &wined3d_settings.max_sm_hs))
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 543028551e..1282b109a1 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -425,6 +425,7 @@ struct wined3d_settings
unsigned int sample_count;
BOOL check_float_constants;
unsigned int strict_shader_math;
+ unsigned int multiply_special;
unsigned int max_sm_vs;
unsigned int max_sm_hs;
unsigned int max_sm_ds;
--
2.21.0

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@ -0,0 +1 @@
Fixes: [34266] wined3d: Add a setting to workaround 0 * inf problem in shader models 1-3.