wined3d: Replace the position fixup mul-add-add with a MAD.
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@ -2642,6 +2642,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
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} else {
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object->surface_alignment = 4;
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}
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object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
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/* Set the state up as invalid until the device is fully created */
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object->state = WINED3DERR_DRIVERINTERNALERROR;
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@ -333,20 +333,16 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
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/* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
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if (!reg_maps->fog)
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shader_addline(&buffer, "gl_FogFragCoord = gl_Position.z;\n");
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/* Write the final position.
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*
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* OpenGL coordinates specify the center of the pixel while d3d coords specify
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* the corner. The offsets are stored in z and w in the 2nd row of the projection
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* matrix to avoid wasting a free shader constant. Add them to the w and z coord
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* of the 2nd row
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* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
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* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
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* contains 1.0 to allow a mad.
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*/
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shader_addline(&buffer, "gl_Position.x = gl_Position.x + posFixup[2];\n");
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shader_addline(&buffer, "gl_Position.y = gl_Position.y + posFixup[3];\n");
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/* Account for any inverted textures (render to texture case) by reversing the y coordinate
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* (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
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*/
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shader_addline(&buffer, "gl_Position.y = gl_Position.y * posFixup[1];\n");
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shader_addline(&buffer, "gl_Position.xy = gl_Position.xy * posFixup.xy + posFixup.zw;\n");
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/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
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*
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* Basically we want(in homogenous coordinates) z = z * 2 - 1. However, shaders are run
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@ -399,15 +395,13 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
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/* Write the final position.
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*
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* OpenGL coordinates specify the center of the pixel while d3d coords specify
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* the corner. The offsets are stored in the 2nd row of the projection matrix,
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* the x offset in z and the y offset in w. Add them to the resulting position
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* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
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* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
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* contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
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*/
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shader_addline(&buffer, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;\n");
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shader_addline(&buffer, "ADD TMP_OUT.y, TMP_OUT.y, posFixup.w;\n");
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/* Account for any inverted textures (render to texture case) by reversing the y coordinate
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* (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
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*/
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shader_addline(&buffer, "MUL TMP_OUT.y, TMP_OUT.y, posFixup.y;\n");
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shader_addline(&buffer, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;");
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shader_addline(&buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, posFixup.w;");
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/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
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* and the glsl equivalent
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*/
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