ddraw: Copy extra vertex data in viewport::TransformVertices.
Signed-off-by: Stefan Dösinger <stefandoesinger@gmx.at> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -9210,7 +9210,7 @@ static void test_transform_vertices(void)
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ok(compare_vec4(&cmp[i], out[i].x, out[i].y, out[i].z, out[i].w, 4096),
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"Vertex %u differs. Got %f %f %f %f.\n", i,
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out[i].x, out[i].y, out[i].z, out[i].w);
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todo_wine ok(out[i].v1 == position_tests[i].v1 && out[i].v2 == position_tests[i].v2
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ok(out[i].v1 == position_tests[i].v1 && out[i].v2 == position_tests[i].v2
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&& out[i].v3 == position_tests[i].v3 && out[i].v4 == position_tests[i].v4,
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"Vertex %u payload is %u %u %u %u.\n", i, out[i].v1, out[i].v2, out[i].v3, out[i].v4);
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ok(out[i].unused3 == 0xdeadbeef && out[i].unused4 == 0xcafecafe,
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@ -381,14 +381,22 @@ static HRESULT WINAPI d3d_viewport_SetViewport(IDirect3DViewport3 *iface, D3DVIE
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* DDERR_INVALIDPARAMS if no clipping flag is specified
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*
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*****************************************************************************/
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struct transform_vertices_vertex
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{
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float x, y, z, w; /* w is unused in input data. */
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struct
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{
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DWORD p[4];
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} payload;
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};
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static HRESULT WINAPI d3d_viewport_TransformVertices(IDirect3DViewport3 *iface,
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DWORD dwVertexCount, D3DTRANSFORMDATA *lpData, DWORD dwFlags, DWORD *lpOffScreen)
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{
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struct d3d_viewport *viewport = impl_from_IDirect3DViewport3(iface);
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D3DVIEWPORT vp = viewport->viewports.vp1;
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D3DMATRIX view_mat, world_mat, mat;
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float *in;
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float *out;
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struct transform_vertices_vertex *in, *out;
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float x, y, z, w;
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unsigned int i;
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D3DHVERTEX *outH;
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@ -420,15 +428,16 @@ static HRESULT WINAPI d3d_viewport_TransformVertices(IDirect3DViewport3 *iface,
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multiply_matrix(&mat, &view_mat, &world_mat);
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multiply_matrix(&mat, &viewport->active_device->legacy_projection, &mat);
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in = lpData->lpIn;
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out = lpData->lpOut;
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outH = lpData->lpHOut;
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for(i = 0; i < dwVertexCount; i++)
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{
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x = (in[0] * mat._11) + (in[1] * mat._21) + (in[2] * mat._31) + mat._41;
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y = (in[0] * mat._12) + (in[1] * mat._22) + (in[2] * mat._32) + mat._42;
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z = (in[0] * mat._13) + (in[1] * mat._23) + (in[2] * mat._33) + mat._43;
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w = (in[0] * mat._14) + (in[1] * mat._24) + (in[2] * mat._34) + mat._44;
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in = (struct transform_vertices_vertex *)((char *)lpData->lpIn + lpData->dwInSize * i);
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out = (struct transform_vertices_vertex *)((char *)lpData->lpOut + lpData->dwOutSize * i);
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x = (in->x * mat._11) + (in->y * mat._21) + (in->z * mat._31) + mat._41;
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y = (in->x * mat._12) + (in->y * mat._22) + (in->z * mat._32) + mat._42;
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z = (in->x * mat._13) + (in->y * mat._23) + (in->z * mat._33) + mat._43;
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w = (in->x * mat._14) + (in->y * mat._24) + (in->z * mat._34) + mat._44;
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if(dwFlags & D3DTRANSFORM_CLIPPED)
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{
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@ -458,12 +467,10 @@ static HRESULT WINAPI d3d_viewport_TransformVertices(IDirect3DViewport3 *iface,
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* The exact scheme hasn't been figured out yet, but windows
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* definitely writes something there.
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*/
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out[0] = x;
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out[1] = y;
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out[2] = z;
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out[3] = w;
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in = (float *) ((char *) in + lpData->dwInSize);
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out = (float *) ((char *) out + lpData->dwOutSize);
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out->x = x;
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out->y = y;
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out->z = z;
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out->w = w;
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continue;
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}
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}
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@ -471,12 +478,11 @@ static HRESULT WINAPI d3d_viewport_TransformVertices(IDirect3DViewport3 *iface,
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w = 1 / w;
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x *= w; y *= w; z *= w;
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out[0] = vp.dwWidth / 2 + vp.dwX + x * vp.dvScaleX;
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out[1] = vp.dwHeight / 2 + vp.dwY - y * vp.dvScaleY;
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out[2] = z;
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out[3] = w;
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in = (float *) ((char *) in + lpData->dwInSize);
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out = (float *) ((char *) out + lpData->dwOutSize);
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out->x = vp.dwWidth / 2 + vp.dwX + x * vp.dvScaleX;
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out->y = vp.dwHeight / 2 + vp.dwY - y * vp.dvScaleY;
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out->z = z;
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out->w = w;
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out->payload = in->payload;
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}
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/* According to the d3d test, the offscreen flag is set only
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