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wine
wine-cw
Commits
932e95c1
Commit
932e95c1
authored
Sep 08, 2008
by
Henri Verbeet
Committed by
Alexandre Julliard
Sep 08, 2008
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Plain Diff
wined3d: Translate one pixel down after flipping for offscreen rendering.
parent
388841fd
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1 changed file
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17 additions
and
4 deletions
+17
-4
state.c
dlls/wined3d/state.c
+17
-4
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dlls/wined3d/state.c
View file @
932e95c1
...
...
@@ -3905,19 +3905,32 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
divide by the Width/Height, so we need the half range(1.0) to translate by
half a pixel.
Note that when rendering offscreen, we need to translate 1 pixel
(2/h in normalized device coordinates) down after doing the flip,
because of the way the viewport transformation works in OpenGL:
(-1,1) in normalized device coordinates corresponds to the upper
left corner of the upper left pixel in the viewport. (-1,-1)
corresponds to lower left corner of the lower left pixel in the
viewport. In other words, the upper left corner of the pixel
*below* the lower left pixel in the viewport. See also section
2.11.1 "Controlling the Viewport" of the GL 2.1 spec.
The other fun is that d3d's output z range after the transformation is [0;1],
but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
of Z buffer precision and the clear values do not match in the z test. Thus scale
[0;1] to [-1;1], so when gl undoes that we utilize the full z range
*/
glTranslatef
(
1
.
0
/
stateblock
->
viewport
.
Width
,
-
1
.
0
/
stateblock
->
viewport
.
Height
,
-
1
.
0
);
checkGLcall
(
"glTranslatef (1.0 / width, -1.0 / height, -1.0)"
);
if
(
stateblock
->
wineD3DDevice
->
render_offscreen
)
{
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
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
);
}
else
{
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"
);
...
...
@@ -4504,7 +4517,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
*/
if
(
useVertexShaderFunction
)
{
device
->
posFixup
[
1
]
=
device
->
render_offscreen
?
-
1
.
0
:
1
.
0
;
device
->
posFixup
[
3
]
=
-
device
->
posFixup
[
1
]
/
stateblock
->
viewport
.
Height
;
device
->
posFixup
[
3
]
=
-
1
.
0
/
stateblock
->
viewport
.
Height
;
}
}
...
...
@@ -4636,7 +4649,7 @@ static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, W
static
void
viewport_vertexpart
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
context
)
{
stateblock
->
wineD3DDevice
->
posFixup
[
2
]
=
1
.
0
/
stateblock
->
viewport
.
Width
;
stateblock
->
wineD3DDevice
->
posFixup
[
3
]
=
-
stateblock
->
wineD3DDevice
->
posFixup
[
1
]
/
stateblock
->
viewport
.
Height
;
stateblock
->
wineD3DDevice
->
posFixup
[
3
]
=
-
1
.
0
/
stateblock
->
viewport
.
Height
;
if
(
!
isStateDirty
(
context
,
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
)))
{
transform_projection
(
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
),
stateblock
,
context
);
}
...
...
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