wined3d: Get rid of the invymat.

glScalef(1.0, -1.0, 1.0) does the same as the glMultMatrix with the
invymat matrix, and it is more optimal.
This commit is contained in:
Stefan Dösinger 2007-12-25 23:14:05 +01:00 committed by Alexandre Julliard
parent 2bec23fd7c
commit 44b8915371
1 changed files with 5 additions and 10 deletions

View File

@ -2735,12 +2735,6 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
}
}
static const GLfloat invymat[16] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f};
static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
glMatrixMode(GL_PROJECTION);
checkGLcall("glMatrixMode(GL_PROJECTION)");
@ -2808,8 +2802,8 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if (stateblock->wineD3DDevice->render_offscreen) {
glMultMatrixf(invymat);
checkGLcall("glMultMatrixf(invymat)");
glScalef(1.0, -1.0, 1.0);
checkGLcall("glScalef");
}
} else {
/* The rule is that the window coordinate 0 does not correspond to the
@ -2833,12 +2827,13 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
glScalef(1.0, 1.0, 2.0);
checkGLcall("glScalef");
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if (stateblock->wineD3DDevice->render_offscreen) {
glMultMatrixf(invymat);
checkGLcall("glMultMatrixf(invymat)");
glScalef(1.0, -1.0, 1.0);
checkGLcall("glScalef");
}
glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
checkGLcall("glLoadMatrixf");