wined3d: Add support for setting multiple viewports.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Nikolay Sivov 2018-04-14 12:12:38 +03:00 committed by Alexandre Julliard
parent 8bfb4e8b62
commit 853f6538e4
14 changed files with 203 additions and 99 deletions

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@ -979,7 +979,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetViewports(ID3D11Devic
wined3d_vp.max_z = viewports[0].MaxDepth;
wined3d_mutex_lock();
wined3d_device_set_viewport(device->wined3d_device, &wined3d_vp);
wined3d_device_set_viewports(device->wined3d_device, 1, &wined3d_vp);
wined3d_mutex_unlock();
}
@ -4167,7 +4167,7 @@ static void STDMETHODCALLTYPE d3d10_device_RSSetViewports(ID3D10Device1 *iface,
wined3d_vp.max_z = viewports[0].MaxDepth;
wined3d_mutex_lock();
wined3d_device_set_viewport(device->wined3d_device, &wined3d_vp);
wined3d_device_set_viewports(device->wined3d_device, 1, &wined3d_vp);
wined3d_mutex_unlock();
}

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@ -1650,7 +1650,7 @@ static HRESULT WINAPI d3d8_device_SetViewport(IDirect3DDevice8 *iface, const D3D
vp.min_z = viewport->MinZ;
vp.max_z = viewport->MaxZ;
wined3d_device_set_viewport(device->wined3d_device, &vp);
wined3d_device_set_viewports(device->wined3d_device, 1, &vp);
wined3d_mutex_unlock();
return D3D_OK;

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@ -2068,7 +2068,7 @@ static HRESULT WINAPI d3d9_device_SetViewport(IDirect3DDevice9Ex *iface, const D
vp.max_z = viewport->MaxZ;
wined3d_mutex_lock();
wined3d_device_set_viewport(device->wined3d_device, &vp);
wined3d_device_set_viewports(device->wined3d_device, 1, &vp);
wined3d_mutex_unlock();
return D3D_OK;

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@ -5333,7 +5333,7 @@ static HRESULT d3d_device7_SetViewport(IDirect3DDevice7 *iface, D3DVIEWPORT7 *vi
vp.min_z = viewport->dvMinZ;
vp.max_z = viewport->dvMaxZ;
wined3d_device_set_viewport(device->wined3d_device, &vp);
wined3d_device_set_viewports(device->wined3d_device, 1, &vp);
wined3d_mutex_unlock();
return D3D_OK;

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@ -611,7 +611,7 @@ static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *g
unsigned char i;
/* Upload the position fixup */
shader_get_position_fixup(context, state, position_fixup);
shader_get_position_fixup(context, state, 1, position_fixup);
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, position_fixup));
if (!gl_shader->num_int_consts) return;

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@ -33,7 +33,7 @@ enum wined3d_cs_op
WINED3D_CS_OP_DRAW,
WINED3D_CS_OP_FLUSH,
WINED3D_CS_OP_SET_PREDICATION,
WINED3D_CS_OP_SET_VIEWPORT,
WINED3D_CS_OP_SET_VIEWPORTS,
WINED3D_CS_OP_SET_SCISSOR_RECT,
WINED3D_CS_OP_SET_RENDERTARGET_VIEW,
WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW,
@ -138,10 +138,11 @@ struct wined3d_cs_set_predication
BOOL value;
};
struct wined3d_cs_set_viewport
struct wined3d_cs_set_viewports
{
enum wined3d_cs_op opcode;
struct wined3d_viewport viewport;
unsigned int viewport_count;
struct wined3d_viewport viewports[1];
};
struct wined3d_cs_set_scissor_rect
@ -530,7 +531,7 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
{
unsigned int rt_count = cs->device->adapter->gl_info.limits.buffers;
const struct wined3d_state *state = &cs->device->state;
const struct wined3d_viewport *vp = &state->viewport;
const struct wined3d_viewport *vp = &state->viewports[0];
struct wined3d_rendertarget_view *view;
struct wined3d_cs_clear *op;
RECT view_rect;
@ -961,21 +962,29 @@ void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, struct wined3d_query
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
static void wined3d_cs_exec_set_viewport(struct wined3d_cs *cs, const void *data)
static void wined3d_cs_exec_set_viewports(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_set_viewport *op = data;
const struct wined3d_cs_set_viewports *op = data;
cs->state.viewport = op->viewport;
if (op->viewport_count)
memcpy(cs->state.viewports, op->viewports, op->viewport_count * sizeof(*op->viewports));
else
memset(cs->state.viewports, 0, sizeof(*cs->state.viewports));
cs->state.viewport_count = op->viewport_count;
device_invalidate_state(cs->device, STATE_VIEWPORT);
}
void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport)
void wined3d_cs_emit_set_viewports(struct wined3d_cs *cs, unsigned int viewport_count,
const struct wined3d_viewport *viewports)
{
struct wined3d_cs_set_viewport *op;
struct wined3d_cs_set_viewports *op;
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_VIEWPORT;
op->viewport = *viewport;
op = cs->ops->require_space(cs, FIELD_OFFSET(struct wined3d_cs_set_viewports, viewports[viewport_count]),
WINED3D_CS_QUEUE_DEFAULT);
op->opcode = WINED3D_CS_OP_SET_VIEWPORTS;
if (viewport_count)
memcpy(op->viewports, viewports, viewport_count * sizeof(*viewports));
op->viewport_count = viewport_count;
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
}
@ -2401,7 +2410,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void
/* WINED3D_CS_OP_DRAW */ wined3d_cs_exec_draw,
/* WINED3D_CS_OP_FLUSH */ wined3d_cs_exec_flush,
/* WINED3D_CS_OP_SET_PREDICATION */ wined3d_cs_exec_set_predication,
/* WINED3D_CS_OP_SET_VIEWPORT */ wined3d_cs_exec_set_viewport,
/* WINED3D_CS_OP_SET_VIEWPORTS */ wined3d_cs_exec_set_viewports,
/* WINED3D_CS_OP_SET_SCISSOR_RECT */ wined3d_cs_exec_set_scissor_rect,
/* WINED3D_CS_OP_SET_RENDERTARGET_VIEW */ wined3d_cs_exec_set_rendertarget_view,
/* WINED3D_CS_OP_SET_DEPTH_STENCIL_VIEW */ wined3d_cs_exec_set_depth_stencil_view,

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@ -1910,13 +1910,24 @@ INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *devi
return device->state.base_vertex_index;
}
void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
void CDECL wined3d_device_set_viewports(struct wined3d_device *device, unsigned int viewport_count,
const struct wined3d_viewport *viewports)
{
TRACE("device %p, viewport %p.\n", device, viewport);
TRACE("x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n",
viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
unsigned int i;
device->update_state->viewport = *viewport;
TRACE("device %p, viewport_count %u, viewports %p.\n", device, viewport_count, viewports);
for (i = 0; i < viewport_count; ++i)
{
TRACE("%u: x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n", i, viewports[i].x, viewports[i].y,
viewports[i].width, viewports[i].height, viewports[i].min_z, viewports[i].max_z);
}
if (viewport_count)
memcpy(device->update_state->viewports, viewports, viewport_count * sizeof(*viewports));
else
memset(device->update_state->viewports, 0, sizeof(device->update_state->viewports));
device->update_state->viewport_count = viewport_count;
/* Handle recording of state blocks */
if (device->recording)
@ -1926,14 +1937,14 @@ void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const stru
return;
}
wined3d_cs_emit_set_viewport(device->cs, viewport);
wined3d_cs_emit_set_viewports(device->cs, viewport_count, viewports);
}
void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
{
TRACE("device %p, viewport %p.\n", device, viewport);
*viewport = device->state.viewport;
*viewport = device->state.viewports[0];
}
static void resolve_depth_buffer(struct wined3d_device *device)
@ -4449,19 +4460,19 @@ HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device
{
struct wined3d_state *state = &device->state;
state->viewport.x = 0;
state->viewport.y = 0;
state->viewport.width = view->width;
state->viewport.height = view->height;
state->viewport.min_z = 0.0f;
state->viewport.max_z = 1.0f;
wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
state->viewports[0].x = 0;
state->viewports[0].y = 0;
state->viewports[0].width = view->width;
state->viewports[0].height = view->height;
state->viewports[0].min_z = 0.0f;
state->viewports[0].max_z = 1.0f;
state->viewport_count = 1;
wined3d_cs_emit_set_viewports(device->cs, 1, state->viewports);
SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
}
prev = device->fb.render_targets[view_idx];
if (view == prev)
return WINED3D_OK;
@ -4961,11 +4972,12 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
wined3d_device_set_rendertarget_view(device, 0, view, FALSE);
/* Note the min_z / max_z is not reset. */
state->viewport.x = 0;
state->viewport.y = 0;
state->viewport.width = view->width;
state->viewport.height = view->height;
wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
state->viewports[0].x = 0;
state->viewports[0].y = 0;
state->viewports[0].width = view->width;
state->viewports[0].height = view->height;
state->viewport_count = 1;
wined3d_cs_emit_set_viewports(device->cs, 1, state->viewports);
SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);

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@ -1756,7 +1756,7 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_glsl_priv *priv = shader_priv;
float position_fixup[4];
float position_fixup[4 * WINED3D_MAX_VIEWPORTS];
DWORD update_mask;
struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
@ -1793,9 +1793,11 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP)
{
shader_get_position_fixup(context, state, position_fixup);
unsigned int fixup_count = state->shader[WINED3D_SHADER_TYPE_GEOMETRY] ?
max(state->viewport_count, 1) : 1;
shader_get_position_fixup(context, state, fixup_count, position_fixup);
if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
GL_EXTCALL(glUniform4fv(prog->gs.pos_fixup_location, 1, position_fixup));
GL_EXTCALL(glUniform4fv(prog->gs.pos_fixup_location, fixup_count, position_fixup));
else if (state->shader[WINED3D_SHADER_TYPE_DOMAIN])
GL_EXTCALL(glUniform4fv(prog->ds.pos_fixup_location, 1, position_fixup));
else
@ -3806,7 +3808,7 @@ static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_
shader_glsl_color_correction(ins, fixup);
}
static void shader_glsl_fixup_position(struct wined3d_string_buffer *buffer)
static void shader_glsl_fixup_position(struct wined3d_string_buffer *buffer, BOOL use_viewport_index)
{
/* Write the final position.
*
@ -3815,8 +3817,16 @@ static void shader_glsl_fixup_position(struct wined3d_string_buffer *buffer)
* pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
* upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
* a MAD. */
if (use_viewport_index)
{
shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n");
shader_addline(buffer, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n");
}
else
{
shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
shader_addline(buffer, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
}
/* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
* in utils.c
@ -5143,9 +5153,10 @@ static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
{
unsigned int stream = ins->handler_idx == WINED3DSIH_EMIT ? 0 : ins->src[0].reg.idx[0].offset;
shader_addline(ins->ctx->buffer, "gl_ViewportIndex = 0;\n");
shader_addline(ins->ctx->buffer, "setup_gs_output(gs_out);\n");
if (!ins->ctx->gl_info->supported[ARB_CLIP_CONTROL])
shader_glsl_fixup_position(ins->ctx->buffer);
shader_glsl_fixup_position(ins->ctx->buffer, TRUE);
if (!stream)
shader_addline(ins->ctx->buffer, "EmitVertex();\n");
@ -6766,6 +6777,14 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w
else
FIXME("ARB_fragment_layer_viewport is not supported.\n");
}
else if (input->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX && !semantic_idx)
{
if (gl_info->supported[ARB_VIEWPORT_ARRAY])
shader_addline(buffer, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n",
input->register_idx, reg_mask);
else
FIXME("ARB_viewport_array is not supported.\n");
}
else
{
if (input->sysval_semantic)
@ -7057,6 +7076,11 @@ static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv
shader_addline(buffer, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
output->register_idx, reg_mask);
}
else if (output->sysval_semantic == WINED3D_SV_VIEWPORT_ARRAY_INDEX && !semantic_idx)
{
shader_addline(buffer, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n",
output->register_idx, reg_mask);
}
else if (output->sysval_semantic == WINED3D_SV_CLIP_DISTANCE)
{
shader_glsl_generate_clip_or_cull_distances(buffer, output, reg_maps_out->clip_distance_mask);
@ -7830,7 +7854,7 @@ static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info *gl_in
shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
shader_glsl_fixup_position(buffer);
shader_glsl_fixup_position(buffer, FALSE);
}
/* Context activation is done by the caller. */
@ -8068,7 +8092,7 @@ static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info *gl_in
shader_addline(buffer, "setup_ds_output(ds_out);\n");
if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
shader_glsl_fixup_position(buffer);
shader_glsl_fixup_position(buffer, FALSE);
}
static GLuint shader_glsl_generate_domain_shader(const struct wined3d_context *context,
@ -8193,7 +8217,7 @@ static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context
shader_addline(buffer, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader->limits->packed_input);
if (!gl_info->supported[ARB_CLIP_CONTROL])
shader_addline(buffer, "uniform vec4 pos_fixup;\n");
shader_addline(buffer, "uniform vec4 pos_fixup[%u];\n", WINED3D_MAX_VIEWPORTS);
if (is_rasterization_disabled(shader))
{

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@ -4514,21 +4514,24 @@ static void vertexdeclaration(struct wined3d_context *context, const struct wine
}
}
static void get_viewport(struct wined3d_context *context, const struct wined3d_state *state,
struct wined3d_viewport *viewport)
static void get_viewports(struct wined3d_context *context, const struct wined3d_state *state,
unsigned int viewport_count, struct wined3d_viewport *viewports)
{
const struct wined3d_rendertarget_view *depth_stencil = state->fb->depth_stencil;
const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
unsigned int width, height;
unsigned int width, height, i;
*viewport = state->viewport;
for (i = 0; i < viewport_count; ++i)
{
viewports[i] = state->viewports[i];
if (target)
{
if (viewport->width > target->width)
viewport->width = target->width;
if (viewport->height > target->height)
viewport->height = target->height;
if (viewports[i].width > target->width)
viewports[i].width = target->width;
if (viewports[i].height > target->height)
viewports[i].height = target->height;
}
}
/*
@ -4552,22 +4555,45 @@ static void get_viewport(struct wined3d_context *context, const struct wined3d_s
return;
}
viewport->y = height - (viewport->y + viewport->height);
for (i = 0; i < viewport_count; ++i)
viewports[i].y = height - (viewports[i].y + viewports[i].height);
}
static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_viewport vp;
get_viewport(context, state, &vp);
gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
if (gl_info->supported[ARB_VIEWPORT_ARRAY])
GL_EXTCALL(glViewportIndexedf(0, vp.x, vp.y, vp.width, vp.height));
{
unsigned int i, reset_count = 0;
get_viewports(context, state, state->viewport_count, vp);
for (i = 0; i < state->viewport_count; ++i)
{
GL_EXTCALL(glDepthRangeIndexed(i, vp[i].min_z, vp[i].max_z));
GL_EXTCALL(glViewportIndexedf(i, vp[i].x, vp[i].y, vp[i].width, vp[i].height));
}
if (context->viewport_count > state->viewport_count)
reset_count = context->viewport_count - state->viewport_count;
if (reset_count)
{
static const GLfloat reset[4 * WINED3D_MAX_VIEWPORTS];
static const GLdouble resetd[2 * WINED3D_MAX_VIEWPORTS];
GL_EXTCALL(glDepthRangeArrayv(state->viewport_count, reset_count, resetd));
GL_EXTCALL(glViewportArrayv(state->viewport_count, reset_count, reset));
}
context->viewport_count = state->viewport_count;
}
else
gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
{
get_viewports(context, state, 1, vp);
gl_info->gl_ops.gl.p_glDepthRange(vp[0].min_z, vp[0].max_z);
gl_info->gl_ops.gl.p_glViewport(vp[0].x, vp[0].y, vp[0].width, vp[0].height);
}
checkGLcall("setting clip space and viewport");
}
@ -4578,16 +4604,34 @@ static void viewport_miscpart_cc(struct wined3d_context *context,
float pixel_center_offset = context->d3d_info->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER ? 63.0f / 128.0f : -1.0f / 128.0f;
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_viewport vp;
struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
unsigned int i, reset_count = 0;
get_viewport(context, state, &vp);
vp.x += pixel_center_offset;
vp.y += pixel_center_offset;
gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
get_viewports(context, state, state->viewport_count, vp);
GL_EXTCALL(glClipControl(context->render_offscreen ? GL_UPPER_LEFT : GL_LOWER_LEFT, GL_ZERO_TO_ONE));
GL_EXTCALL(glViewportIndexedf(0, vp.x, vp.y, vp.width, vp.height));
for (i = 0; i < state->viewport_count; ++i)
{
vp[i].x += pixel_center_offset;
vp[i].y += pixel_center_offset;
GL_EXTCALL(glDepthRangeIndexed(i, vp[i].min_z, vp[i].max_z));
GL_EXTCALL(glViewportIndexedf(i, vp[i].x, vp[i].y, vp[i].width, vp[i].height));
}
if (context->viewport_count > state->viewport_count)
reset_count = context->viewport_count - state->viewport_count;
if (reset_count)
{
static const GLfloat reset[4 * WINED3D_MAX_VIEWPORTS];
static const GLdouble resetd[2 * WINED3D_MAX_VIEWPORTS];
GL_EXTCALL(glDepthRangeArrayv(state->viewport_count, reset_count, resetd));
GL_EXTCALL(glViewportArrayv(state->viewport_count, reset_count, reset));
}
context->viewport_count = state->viewport_count;
checkGLcall("setting clip space and viewport");
}

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@ -811,11 +811,15 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
}
if (stateblock->changed.viewport
&& memcmp(&src_state->viewport, &stateblock->state.viewport, sizeof(stateblock->state.viewport)))
&& (src_state->viewport_count != stateblock->state.viewport_count
|| memcmp(src_state->viewports, stateblock->state.viewports, src_state->viewport_count * sizeof(stateblock->state.viewports))))
{
TRACE("Updating viewport.\n");
TRACE("Updating viewports.\n");
stateblock->state.viewport = src_state->viewport;
if ((stateblock->state.viewport_count = src_state->viewport_count))
memcpy(stateblock->state.viewports, src_state->viewports, sizeof(src_state->viewports));
else
memset(stateblock->state.viewports, 0, sizeof(*stateblock->state.viewports));
}
if (stateblock->changed.scissorRect && memcmp(&src_state->scissor_rect,
@ -1055,7 +1059,7 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
wined3d_device_set_material(device, &stateblock->state.material);
if (stateblock->changed.viewport)
wined3d_device_set_viewport(device, &stateblock->state.viewport);
wined3d_device_set_viewports(device, stateblock->state.viewport_count, stateblock->state.viewports);
if (stateblock->changed.scissorRect)
wined3d_device_set_scissor_rect(device, &stateblock->state.scissor_rect);

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@ -4865,10 +4865,10 @@ void get_projection_matrix(const struct wined3d_context *context, const struct w
if (context->last_was_rhw)
{
/* Transform D3D RHW coordinates to OpenGL clip coordinates. */
float x = state->viewport.x;
float y = state->viewport.y;
float w = state->viewport.width;
float h = state->viewport.height;
float x = state->viewports[0].x;
float y = state->viewports[0].y;
float w = state->viewports[0].width;
float h = state->viewports[0].height;
float x_scale = 2.0f / w;
float x_offset = (center_offset - (2.0f * x) - w) / w;
float y_scale = flip ? 2.0f / h : 2.0f / -h;
@ -4892,10 +4892,10 @@ void get_projection_matrix(const struct wined3d_context *context, const struct w
else
{
float y_scale = flip ? -1.0f : 1.0f;
float x_offset = center_offset / state->viewport.width;
float x_offset = center_offset / state->viewports[0].width;
float y_offset = flip
? center_offset / state->viewport.height
: -center_offset / state->viewport.height;
? center_offset / state->viewports[0].height
: -center_offset / state->viewports[0].height;
float z_scale = clip_control ? 1.0f : 2.0f;
float z_offset = clip_control ? 0.0f : -1.0f;
const struct wined3d_matrix projection =
@ -5095,9 +5095,10 @@ void get_pointsize(const struct wined3d_context *context, const struct wined3d_s
b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
/* Always use first viewport, this path does not apply to d3d10/11 multiple viewports case. */
if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
{
float scale_factor = state->viewport.height * state->viewport.height;
float scale_factor = state->viewports[0].height * state->viewports[0].height;
out_att[0] = a.f / scale_factor;
out_att[1] = b.f / scale_factor;

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@ -187,7 +187,7 @@
@ cdecl wined3d_device_set_unordered_access_view(ptr long ptr long)
@ cdecl wined3d_device_set_vertex_declaration(ptr ptr)
@ cdecl wined3d_device_set_vertex_shader(ptr ptr)
@ cdecl wined3d_device_set_viewport(ptr ptr)
@ cdecl wined3d_device_set_viewports(ptr long ptr)
@ cdecl wined3d_device_set_vs_cb(ptr long ptr)
@ cdecl wined3d_device_set_vs_consts_b(ptr long long ptr)
@ cdecl wined3d_device_set_vs_consts_f(ptr long long ptr)

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@ -1990,6 +1990,8 @@ struct wined3d_context
GLfloat fog_coord_value;
GLfloat color[4], fogstart, fogend, fogcolor[4];
GLuint dummy_arbfp_prog;
unsigned int viewport_count;
};
struct wined3d_fb_state
@ -2851,7 +2853,8 @@ struct wined3d_state
struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
struct wined3d_material material;
struct wined3d_viewport viewport;
struct wined3d_viewport viewports[WINED3D_MAX_VIEWPORTS];
unsigned int viewport_count;
RECT scissor_rect;
/* Light hashmap. Collisions are handled using linked lists. */
@ -3604,7 +3607,7 @@ void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined
unsigned int initial_count) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_viewports(struct wined3d_cs *cs, unsigned int viewport_count, const struct wined3d_viewport *viewports) DECLSPEC_HIDDEN;
void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
@ -4107,24 +4110,28 @@ static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
}
static inline void shader_get_position_fixup(const struct wined3d_context *context,
const struct wined3d_state *state, float *position_fixup)
const struct wined3d_state *state, unsigned int fixup_count, float *position_fixup)
{
float center_offset;
unsigned int i;
if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
center_offset = 63.0f / 64.0f;
else
center_offset = -1.0f / 64.0f;
position_fixup[0] = 1.0f;
position_fixup[1] = 1.0f;
position_fixup[2] = center_offset / state->viewport.width;
position_fixup[3] = -center_offset / state->viewport.height;
for (i = 0; i < fixup_count; ++i)
{
position_fixup[4 * i ] = 1.0f;
position_fixup[4 * i + 1] = 1.0f;
position_fixup[4 * i + 2] = center_offset / state->viewports[i].width;
position_fixup[4 * i + 3] = -center_offset / state->viewports[i].height;
if (context->render_offscreen)
{
position_fixup[1] *= -1.0f;
position_fixup[3] *= -1.0f;
position_fixup[4 * i + 1] *= -1.0f;
position_fixup[4 * i + 3] *= -1.0f;
}
}
}

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@ -1561,6 +1561,8 @@ enum wined3d_shader_byte_code_format
#define WINED3D_VIEW_TEXTURE_CUBE 0x00000008
#define WINED3D_VIEW_TEXTURE_ARRAY 0x00000010
#define WINED3D_MAX_VIEWPORTS 16
struct wined3d_display_mode
{
UINT width;
@ -2440,7 +2442,8 @@ void __cdecl wined3d_device_set_unordered_access_view(struct wined3d_device *dev
void __cdecl wined3d_device_set_vertex_declaration(struct wined3d_device *device,
struct wined3d_vertex_declaration *declaration);
void __cdecl wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader);
void __cdecl wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport);
void __cdecl wined3d_device_set_viewports(struct wined3d_device *device, unsigned int viewport_count,
const struct wined3d_viewport *viewports);
void __cdecl wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer);
HRESULT __cdecl wined3d_device_set_vs_consts_b(struct wined3d_device *device,
unsigned int start_idx, unsigned int count, const BOOL *constants);