wined3d: Replace the position fixup mul-add-add with a MAD.

This commit is contained in:
Stefan Dösinger 2007-11-02 01:11:15 +01:00 committed by Alexandre Julliard
parent 6209b36acb
commit c7c785861a
2 changed files with 13 additions and 18 deletions

View File

@ -2642,6 +2642,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
} else { } else {
object->surface_alignment = 4; object->surface_alignment = 4;
} }
object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
/* Set the state up as invalid until the device is fully created */ /* Set the state up as invalid until the device is fully created */
object->state = WINED3DERR_DRIVERINTERNALERROR; object->state = WINED3DERR_DRIVERINTERNALERROR;

View File

@ -337,16 +337,12 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
/* Write the final position. /* Write the final position.
* *
* OpenGL coordinates specify the center of the pixel while d3d coords specify * OpenGL coordinates specify the center of the pixel while d3d coords specify
* the corner. The offsets are stored in z and w in the 2nd row of the projection * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
* matrix to avoid wasting a free shader constant. Add them to the w and z coord * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
* of the 2nd row * contains 1.0 to allow a mad.
*/ */
shader_addline(&buffer, "gl_Position.x = gl_Position.x + posFixup[2];\n"); shader_addline(&buffer, "gl_Position.xy = gl_Position.xy * posFixup.xy + posFixup.zw;\n");
shader_addline(&buffer, "gl_Position.y = gl_Position.y + posFixup[3];\n");
/* Account for any inverted textures (render to texture case) by reversing the y coordinate
* (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
*/
shader_addline(&buffer, "gl_Position.y = gl_Position.y * posFixup[1];\n");
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
* *
* Basically we want(in homogenous coordinates) z = z * 2 - 1. However, shaders are run * Basically we want(in homogenous coordinates) z = z * 2 - 1. However, shaders are run
@ -399,15 +395,13 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
/* Write the final position. /* Write the final position.
* *
* OpenGL coordinates specify the center of the pixel while d3d coords specify * OpenGL coordinates specify the center of the pixel while d3d coords specify
* the corner. The offsets are stored in the 2nd row of the projection matrix, * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
* the x offset in z and the y offset in w. Add them to the resulting position * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
* contains 1.0 to allow a mad, but arb vs swizzles are too restricted for that.
*/ */
shader_addline(&buffer, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;\n"); shader_addline(&buffer, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;");
shader_addline(&buffer, "ADD TMP_OUT.y, TMP_OUT.y, posFixup.w;\n"); shader_addline(&buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, posFixup.w;");
/* Account for any inverted textures (render to texture case) by reversing the y coordinate
* (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices)
*/
shader_addline(&buffer, "MUL TMP_OUT.y, TMP_OUT.y, posFixup.y;\n");
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
* and the glsl equivalent * and the glsl equivalent
*/ */