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wine
wine-cw
Commits
44b89153
Commit
44b89153
authored
Dec 25, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Dec 27, 2007
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wined3d: Get rid of the invymat.
glScalef(1.0, -1.0, 1.0) does the same as the glMultMatrix with the invymat matrix, and it is more optimal.
parent
2bec23fd
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1 changed file
with
5 additions
and
10 deletions
+5
-10
state.c
dlls/wined3d/state.c
+5
-10
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dlls/wined3d/state.c
View file @
44b89153
...
...
@@ -2735,12 +2735,6 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
}
}
static
const
GLfloat
invymat
[
16
]
=
{
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
-
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
};
static
void
transform_projection
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
context
)
{
glMatrixMode
(
GL_PROJECTION
);
checkGLcall
(
"glMatrixMode(GL_PROJECTION)"
);
...
...
@@ -2808,8 +2802,8 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if
(
stateblock
->
wineD3DDevice
->
render_offscreen
)
{
gl
MultMatrixf
(
invymat
);
checkGLcall
(
"gl
MultMatrixf(invymat)
"
);
gl
Scalef
(
1
.
0
,
-
1
.
0
,
1
.
0
);
checkGLcall
(
"gl
Scalef
"
);
}
}
else
{
/* The rule is that the window coordinate 0 does not correspond to the
...
...
@@ -2833,12 +2827,13 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
glTranslatef
(
1
.
0
/
stateblock
->
viewport
.
Width
,
-
1
.
0
/
stateblock
->
viewport
.
Height
,
-
1
.
0
);
checkGLcall
(
"glTranslatef (1.0 / width, -1.0 / height, -1.0)"
);
glScalef
(
1
.
0
,
1
.
0
,
2
.
0
);
checkGLcall
(
"glScalef"
);
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if
(
stateblock
->
wineD3DDevice
->
render_offscreen
)
{
gl
MultMatrixf
(
invymat
);
checkGLcall
(
"gl
MultMatrixf(invymat)
"
);
gl
Scalef
(
1
.
0
,
-
1
.
0
,
1
.
0
);
checkGLcall
(
"gl
Scalef
"
);
}
glMultMatrixf
((
float
*
)
&
stateblock
->
transforms
[
WINED3DTS_PROJECTION
].
u
.
m
[
0
][
0
]);
checkGLcall
(
"glLoadMatrixf"
);
...
...
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