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:
parent
2bec23fd7c
commit
44b8915371
|
@ -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");
|
||||
|
|
Loading…
Reference in New Issue