"Implement" is somewhat debatable, as it works currently with both Mesa and NVidia blob drivers. However, we're not following the spec.
Based on a patch by Michael Müller.
Signed-off-by: Zebediah Figura z.figura12@gmail.com --- dlls/wined3d/context.c | 2 ++ dlls/wined3d/glsl_shader.c | 19 ++++++++++++++++--- dlls/wined3d/shader.c | 2 ++ dlls/wined3d/state.c | 27 +++++++++++++++++++++++++++ dlls/wined3d/wined3d_private.h | 9 ++++++--- 5 files changed, 53 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index d9e3dfaa50..633d5176ba 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -3444,6 +3444,8 @@ static uint32_t find_draw_buffers_mask(const struct wined3d_context_gl *context_
rt_mask = ps ? ps->reg_maps.rt_mask : 1; rt_mask &= (1u << gl_info->limits.buffers) - 1; + if (state->blend_state && state->blend_state->dual_source) + rt_mask = 1;
mask = rt_mask; while (mask) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 4a2fbce553..2c2ba33488 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -7772,7 +7772,10 @@ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_ { const struct wined3d_shader_signature *output_signature = &shader->output_signature;
- shader_addline(buffer, "vec4 ps_out[%u];\n", gl_info->limits.buffers); + if (args->dual_source_blend) + shader_addline(buffer, "vec4 ps_out[2];\n"); + else + shader_addline(buffer, "vec4 ps_out[%u];\n", gl_info->limits.buffers); if (output_signature->element_count) { for (i = 0; i < output_signature->element_count; ++i) @@ -7787,7 +7790,12 @@ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_ continue; } if (shader_glsl_use_explicit_attrib_location(gl_info)) - shader_addline(buffer, "layout(location = %u) ", output->semantic_idx); + { + if (args->dual_source_blend) + shader_addline(buffer, "layout(location = 0, index = %u) ", output->semantic_idx); + else + shader_addline(buffer, "layout(location = %u) ", output->semantic_idx); + } shader_addline(buffer, "out %s4 color_out%u;\n", component_type_info[output->component_type].glsl_vector_type, output->semantic_idx); } @@ -7800,7 +7808,12 @@ static GLuint shader_glsl_generate_fragment_shader(const struct wined3d_context_ { i = wined3d_bit_scan(&mask); if (shader_glsl_use_explicit_attrib_location(gl_info)) - shader_addline(buffer, "layout(location = %u) ", i); + { + if (args->dual_source_blend) + shader_addline(buffer, "layout(location = 0, index = %u) ", i); + else + shader_addline(buffer, "layout(location = %u) ", i); + } shader_addline(buffer, "out vec4 color_out%u;\n", i); } } diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index d9ef1a96e2..3e2a756757 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -4167,6 +4167,8 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3 if (rtv && rtv->format->id == WINED3DFMT_A8_UNORM && !is_identity_fixup(rtv->format->color_fixup)) args->rt_alpha_swizzle |= 1u << i; } + + args->dual_source_blend = state->blend_state && state->blend_state->dual_source; }
static HRESULT pixel_shader_init(struct wined3d_shader *shader, struct wined3d_device *device, diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 6289317936..fb55bfe0f3 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -74,6 +74,11 @@ void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *st return state->parent; }
+static BOOL is_dual_source(enum wined3d_blend state) +{ + return state >= WINED3D_BLEND_SRC1COLOR && state <= WINED3D_BLEND_INVSRC1ALPHA; +} + HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device, const struct wined3d_blend_state_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_blend_state **state) @@ -92,6 +97,12 @@ HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device, object->parent_ops = parent_ops; object->device = device;
+ object->dual_source = desc->rt[0].enable + && (is_dual_source(desc->rt[0].src) + || is_dual_source(desc->rt[0].dst) + || is_dual_source(desc->rt[0].src_alpha) + || is_dual_source(desc->rt[0].dst_alpha)); + TRACE("Created blend state %p.\n", object); *state = object;
@@ -650,6 +661,7 @@ static void blend_db2(struct wined3d_context *context, const struct wined3d_stat GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha; const struct wined3d_blend_state *b = state->blend_state; const struct wined3d_format *rt_format; + BOOL dual_source = b && b->dual_source; unsigned int i;
if (b && b->desc.alpha_to_coverage) @@ -658,6 +670,13 @@ static void blend_db2(struct wined3d_context *context, const struct wined3d_stat gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
+ if (context->last_was_dual_source_blend != dual_source) + { + /* Dual source blending changes the location of the output varyings. */ + context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; + context->last_was_dual_source_blend = dual_source; + } + if (!b || !b->desc.independent) { blend(context, state, state_id); @@ -708,6 +727,7 @@ static void blend_dbb(struct wined3d_context *context, const struct wined3d_stat { const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info; const struct wined3d_blend_state *b = state->blend_state; + BOOL dual_source = b && b->dual_source; unsigned int i;
if (b && b->desc.alpha_to_coverage) @@ -716,6 +736,13 @@ static void blend_dbb(struct wined3d_context *context, const struct wined3d_stat gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
+ if (context->last_was_dual_source_blend != dual_source) + { + /* Dual source blending changes the location of the output varyings. */ + context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL; + context->last_was_dual_source_blend = dual_source; + } + if (!b || !b->desc.independent) { blend(context, state, state_id); diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 9240b0e455..f8ee3c6446 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1394,7 +1394,8 @@ struct ps_compile_args DWORD alpha_test_func : 3; DWORD render_offscreen : 1; DWORD rt_alpha_swizzle : 8; /* MAX_RENDER_TARGET_VIEWS, 8 */ - DWORD padding : 18; + DWORD dual_source_blend : 1; + DWORD padding : 17; };
enum fog_src_type @@ -1954,7 +1955,7 @@ struct wined3d_context DWORD last_was_ffp_blit : 1; DWORD last_was_blit : 1; DWORD last_was_ckey : 1; - DWORD namedArraysLoaded : 1; + DWORD last_was_dual_source_blend : 1; DWORD texShaderBumpMap : 8; /* WINED3D_MAX_TEXTURES, 8 */ DWORD lastWasPow2Texture : 8; /* WINED3D_MAX_TEXTURES, 8 */ DWORD fixed_function_usage_map : 8; /* WINED3D_MAX_TEXTURES, 8 */ @@ -1971,7 +1972,8 @@ struct wined3d_context DWORD destroyed : 1; DWORD destroy_delayed : 1; DWORD clip_distance_mask : 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */ - DWORD padding : 14; + DWORD namedArraysLoaded : 1; + DWORD padding : 13;
DWORD constant_update_mask; DWORD numbered_array_mask; @@ -3140,6 +3142,7 @@ struct wined3d_blend_state { LONG refcount; struct wined3d_blend_state_desc desc; + BOOL dual_source;
void *parent; const struct wined3d_parent_ops *parent_ops;