On 20 April 2016 at 17:52, Matteo Bruni <matteo.mystral(a)gmail.com> wrote:
2016-04-20 12:50 GMT+02:00 Henri Verbeet <hverbeet(a)gmail.com>:
On 19 April 2016 at 18:56, Matteo Bruni <mbruni(a)codeweavers.com> wrote:
+ /* alpha_func is the PASS condition, not the DISCARD condition. Instead of + * flipping all the operators here, just negate the comparison below. */ As an aside, note that in general inverting operators isn't safe if there are potential NaNs involved.
I'm not sure that matter here, although I can certainly swap the operators and drop the negation.
No, I think it's correct like this. It was more of a general note that e.g. "pass(x < y);" isn't necessarily equivalent to "fail(x >= y);", while "fail(!(x < y));" is.
@@ -3091,6 +3091,13 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3 args->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE] && state->gl_primitive_type == GL_POINTS;
+ if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) + args->alpha_test_func = WINED3D_CMP_ALWAYS - 1; + else + args->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE] + ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC]) + : WINED3D_CMP_ALWAYS) - 1; For what it's worth, what I originally had in mind was mapping WINED3D_CMP_ALWAYS to 0. I.e., masking with 7. This works as well.
Ah, right. I can mask WINED3D_CMP_ALWAYS instead if you prefer (although maybe in that case converting back to enum wined3d_cmp_func would be a bit more convoluted?) I think it shouldn't be too bad, but it's not something I care strongly about.