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wined3d: Fix WINED3DRS_DEPTHBIAS handling.
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@ -1666,19 +1666,33 @@ static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
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}
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}
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/* The Direct3D depth bias is specified in normalized depth coordinates. In
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* OpenGL the bias is specified in units of "the smallest value that is
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* guaranteed to produce a resolvable offset for a given implementation". To
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* convert from D3D to GL we need to divide the D3D depth bias by that value.
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* There's no practical way to retrieve that value from a given GL
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* implementation, but the D3D application has essentially the same problem,
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* which makes a guess of 1e-6f seem reasonable here. Note that
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* SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
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* need to be scaled. */
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static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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{
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union {
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DWORD d;
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float f;
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} tmpvalue;
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if (stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]
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|| stateblock->renderState[WINED3DRS_DEPTHBIAS])
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{
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union
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{
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DWORD d;
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float f;
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} scale_bias, const_bias;
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scale_bias.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
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const_bias.d = stateblock->renderState[WINED3DRS_DEPTHBIAS];
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if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
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stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
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tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
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glEnable(GL_POLYGON_OFFSET_FILL);
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checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
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glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
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glPolygonOffset(scale_bias.f, const_bias.f * 1e6f);
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checkGLcall("glPolygonOffset(...)");
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} else {
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glDisable(GL_POLYGON_OFFSET_FILL);
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