Commit c7c78586 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

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

parent 6209b36a
......@@ -2642,6 +2642,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
} else {
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 */
object->state = WINED3DERR_DRIVERINTERNALERROR;
......
......@@ -333,20 +333,16 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
/* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
if (!reg_maps->fog)
shader_addline(&buffer, "gl_FogFragCoord = gl_Position.z;\n");
/* Write the final position.
*
* 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
* matrix to avoid wasting a free shader constant. Add them to the w and z coord
* of the 2nd row
*/
shader_addline(&buffer, "gl_Position.x = gl_Position.x + posFixup[2];\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)
* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
* 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
* contains 1.0 to allow a mad.
*/
shader_addline(&buffer, "gl_Position.y = gl_Position.y * posFixup[1];\n");
shader_addline(&buffer, "gl_Position.xy = gl_Position.xy * posFixup.xy + posFixup.zw;\n");
/* 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
......@@ -399,15 +395,13 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
/* Write the final position.
*
* 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 x offset in z and the y offset in w. Add them to the resulting position
*/
shader_addline(&buffer, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;\n");
shader_addline(&buffer, "ADD TMP_OUT.y, TMP_OUT.y, posFixup.w;\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)
* the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
* 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, "MUL TMP_OUT.y, TMP_OUT.y, posFixup.y;\n");
shader_addline(&buffer, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;");
shader_addline(&buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, posFixup.w;");
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
* and the glsl equivalent
*/
......
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