Commit ffb38da0 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Try to force a top-left filling convention.

parent 92b66ac8
......@@ -8526,7 +8526,7 @@ static void pointsize_test(IDirect3DDevice9 *device)
color = getPixelColor(device, 64-9, 64-9);
ok(color == 0x000000ff, "pSize: Pixel (64-9),(64-9) has color 0x%08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 64-8, 64-8);
todo_wine ok(color == 0x00ffffff, "pSize: Pixel (64-8),(64-8) has color 0x%08x, expected 0x00ffffff\n", color);
ok(color == 0x00ffffff, "pSize: Pixel (64-8),(64-8) has color 0x%08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 64-7, 64-7);
ok(color == 0x00ffffff, "pSize: Pixel (64-7),(64-7) has color 0x%08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 64+7, 64+7);
......@@ -8539,7 +8539,7 @@ static void pointsize_test(IDirect3DDevice9 *device)
color = getPixelColor(device, 128-17, 64-17);
ok(color == 0x000000ff, "pSize: Pixel (128-17),(64-17) has color 0x%08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 128-16, 64-16);
todo_wine ok(color == 0x00ffffff, "pSize: Pixel (128-16),(64-16) has color 0x%08x, expected 0x00ffffff\n", color);
ok(color == 0x00ffffff, "pSize: Pixel (128-16),(64-16) has color 0x%08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 128-15, 64-15);
ok(color == 0x00ffffff, "pSize: Pixel (128-15),(64-15) has color 0x%08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 128+15, 64+15);
......@@ -8552,7 +8552,7 @@ static void pointsize_test(IDirect3DDevice9 *device)
color = getPixelColor(device, 192-17, 64-17);
ok(color == 0x000000ff, "pSize: Pixel (192-17),(64-17) has color 0x%08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 192-16, 64-16);
ok(color == 0x000000ff, "pSize: Pixel (192-16),(64-16) has color 0x%08x, expected 0x000000ff\n", color);
todo_wine ok(color == 0x000000ff, "pSize: Pixel (192-16),(64-16) has color 0x%08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 192-15, 64-15);
ok(color == 0x00ffffff, "pSize: Pixel (192-15),(64-15) has color 0x%08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 192+15, 64+15);
......
......@@ -3833,8 +3833,9 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
checkGLcall("glOrtho");
/* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
glTranslatef(0.5f, 0.5f, 0.0f);
checkGLcall("glTranslatef(0.5f, 0.5f, 0.0f)");
glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f);
checkGLcall("glTranslatef(63.0f / 128.0f, 63.0f / 128.0f, 0.0f)");
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if (context->render_offscreen)
......@@ -3880,16 +3881,23 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
* glScalef(1.0, flip, 2.0);
*/
/* Translate by slightly less than a half pixel to force a top-left
* filling convention. We want the difference to be large enough that
* it doesn't get lost due to rounding inside the driver, but small
* enough to prevent it from interfering with any anti-aliasing. */
GLfloat xoffset = (63.0f / 64.0f) / stateblock->viewport.Width;
GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
if (context->render_offscreen)
{
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
glTranslatef(1.0f / stateblock->viewport.Width, 1.0f / stateblock->viewport.Height, -1.0f);
checkGLcall("glTranslatef(1.0f / width, 1.0f / height, -1.0f)");
glTranslatef(xoffset, -yoffset, -1.0f);
checkGLcall("glTranslatef(xoffset, -yoffset, -1.0f)");
glScalef(1.0f, -1.0f, 2.0f);
} else {
glTranslatef(1.0f / stateblock->viewport.Width, -1.0f / stateblock->viewport.Height, -1.0f);
checkGLcall("glTranslatef(1.0f / width, -1.0f / height, -1.0f)");
glTranslatef(xoffset, yoffset, -1.0f);
checkGLcall("glTranslatef(xoffset, yoffset, -1.0f)");
glScalef(1.0f, 1.0f, 2.0f);
}
checkGLcall("glScalef");
......@@ -4492,9 +4500,11 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, s
/* This sets the shader output position correction constants.
* TODO: Move to the viewport state
*/
if (useVertexShaderFunction) {
if (useVertexShaderFunction)
{
GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
device->posFixup[3] = device->posFixup[1] * yoffset;
}
}
......@@ -4639,8 +4649,11 @@ static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, s
static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
stateblock->wineD3DDevice->posFixup[2] = 1.0f / stateblock->viewport.Width;
stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
GLfloat yoffset = -(63.0f / 64.0f) / stateblock->viewport.Height;
stateblock->wineD3DDevice->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
stateblock->wineD3DDevice->posFixup[3] = stateblock->wineD3DDevice->posFixup[1] * yoffset;
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
}
......
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