wined3d: Rename renderUpsideDown to render_offscreen.
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@ -3484,7 +3484,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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case WINED3DCULL_CW:
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glEnable(GL_CULL_FACE);
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checkGLcall("glEnable GL_CULL_FACE");
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if (This->renderUpsideDown) {
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if (This->render_offscreen) {
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glFrontFace(GL_CW);
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checkGLcall("glFrontFace GL_CW");
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} else {
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@ -3496,7 +3496,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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case WINED3DCULL_CCW:
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glEnable(GL_CULL_FACE);
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checkGLcall("glEnable GL_CULL_FACE");
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if (This->renderUpsideDown) {
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if (This->render_offscreen) {
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glFrontFace(GL_CCW);
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checkGLcall("glFrontFace GL_CCW");
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} else {
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@ -7199,9 +7199,12 @@ static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
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This->updateStateBlock = oldUpdateStateBlock;
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}
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/* Set the device to render to a texture, or not.
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* This involves changing renderUpsideDown */
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/* Set offscreen rendering. When rendering offscreen the surface will be
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* rendered upside down to compensate for the fact that D3D texture coordinates
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* are flipped compared to GL texture coordinates. The cullmode is affected by
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* this, so it must be updated. To update the cullmode stateblock recording has
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* to be temporarily disabled. The new state management code will hopefully
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* make this unnecessary */
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static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
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DWORD cullMode;
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@ -7214,9 +7217,7 @@ static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
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This->isRecordingState = FALSE;
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This->updateStateBlock = This->stateBlock;
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/* Set upside-down rendering, and update the cull mode */
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/* The surface must be rendered upside down to cancel the flip produced by glCopyTexImage */
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This->renderUpsideDown = isTexture;
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This->render_offscreen = isTexture;
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This->last_was_rhw = FALSE;
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This->proj_valid = FALSE;
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IWineD3DDevice_GetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, &cullMode);
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@ -7501,7 +7502,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
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implicitSwapchainImpl->render_ctx = newContext->context;
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}
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} else {
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/* Same context, but update renderUpsideDown and cull mode */
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/* Same context, but update render_offscreen and cull mode */
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device_render_to_texture(This, TRUE);
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}
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@ -195,7 +195,9 @@ void d3ddevice_set_ortho(IWineD3DDeviceImpl *This) {
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a pixel (See comment above glTranslate below) */
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glTranslatef(0.375, 0.375, 0);
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checkGLcall("glTranslatef(0.375, 0.375, 0)");
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if (This->renderUpsideDown) {
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/* D3D texture coordinates are flipped compared to OpenGL ones, so
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* render everything upside down when rendering offscreen. */
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if (This->render_offscreen) {
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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}
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@ -301,7 +303,9 @@ static void primitiveInitState(
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glTranslatef(0.9 / This->stateBlock->viewport.Width, -0.9 / This->stateBlock->viewport.Height, 0);
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checkGLcall("glTranslatef (0.9 / width, -0.9 / height, 0)");
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if (This->renderUpsideDown) {
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/* D3D texture coordinates are flipped compared to OpenGL ones, so
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* render everything upside down when rendering offscreen. */
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if (This->render_offscreen) {
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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}
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@ -311,7 +315,7 @@ static void primitiveInitState(
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/* Vertex Shader output is already transformed, so set up identity matrices */
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if (useVS) {
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This->posFixup[1] = This->renderUpsideDown ? -1.0 : 1.0;
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This->posFixup[1] = This->render_offscreen ? -1.0 : 1.0;
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This->posFixup[2] = 0.9 / This->stateBlock->viewport.Width;
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This->posFixup[3] = -0.9 / This->stateBlock->viewport.Height;
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}
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@ -545,7 +545,7 @@ typedef struct IWineD3DDeviceImpl
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UINT currentPalette;
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/* For rendering to a texture using glCopyTexImage */
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BOOL renderUpsideDown;
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BOOL render_offscreen;
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/* Cursor management */
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BOOL bCursorVisible;
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