Jason Green : wined3d: Fix some upside-down rendering issues for
shaders.
Alexandre Julliard
julliard at wine.codeweavers.com
Thu Jul 27 05:42:29 CDT 2006
Module: wine
Branch: refs/heads/master
Commit: 46c4b88ba5214ef036f929463aeacd1f790db375
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=46c4b88ba5214ef036f929463aeacd1f790db375
Author: Jason Green <jave27 at gmail.com>
Date: Wed Jul 26 22:13:32 2006 -0400
wined3d: Fix some upside-down rendering issues for shaders.
---
dlls/wined3d/arb_program_shader.c | 6 +++++-
dlls/wined3d/directx.c | 6 ++++--
dlls/wined3d/drawprim.c | 3 ---
dlls/wined3d/vertexshader.c | 11 +++++++++++
4 files changed, 20 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index ee56e9c..a2b07db 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -144,6 +144,9 @@ void shader_generate_arb_declarations(
unsigned max_constantsF = min(This->baseShader.limits.constant_float,
(pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
+ /* Temporary Output register */
+ shader_addline(buffer, "TEMP TMP_OUT;\n");
+
for(i = 0; i < This->baseShader.limits.temporary; i++) {
if (reg_maps->temporary[i])
shader_addline(buffer, "TEMP R%lu;\n", i);
@@ -168,6 +171,7 @@ void shader_generate_arb_declarations(
/* Need to PARAM the environment parameters (constants) so we can use relative addressing */
shader_addline(buffer, "PARAM C[%d] = { program.env[0..%d] };\n",
max_constantsF, max_constantsF - 1);
+ shader_addline(buffer, "PARAM PROJECTION = state.matrix.projection.row[1];\n");
}
static const char* shift_tab[] = {
@@ -344,7 +348,7 @@ static void vshader_program_add_param(SH
IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
/* oPos, oFog and oPts in D3D */
- static const char* hwrastout_reg_names[] = { "result.position", "TMP_FOG", "result.pointsize" };
+ static const char* hwrastout_reg_names[] = { "TMP_OUT", "TMP_FOG", "result.pointsize" };
DWORD reg = param & D3DSP_REGNUM_MASK;
DWORD regtype = shader_get_regtype(param);
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 51d41e7..5b35494 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -247,8 +247,10 @@ void select_shader_max_constants(WineD3D
gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - MAX_CONST_B - MAX_CONST_I;
break;
case SHADER_ARB:
- /* ARB shaders seem to have an implicit PARAM when fog is used, so we need to subtract 1 from the total available */
- gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 1;
+ /* We have to subtract any other PARAMs that we might use in our shader programs.
+ * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
+ * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
+ gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
break;
case SHADER_SW:
gl_info->max_vshader_constantsF = 96; /* TODO: Fixup software shaders */
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index a7dd644..ab6162c 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -304,9 +304,6 @@ static void primitiveInitState(
}
/* Vertex Shader output is already transformed, so set up identity matrices */
- /* FIXME: Actually, only true for software emulated ones, so when h/w ones
- come along this needs to take into account whether s/w ones were
- requested or not */
if (useVS) {
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode");
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index c0ee399..923f953 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -718,6 +718,11 @@ #endif
This->usesFog = 1;
shader_addline(&buffer, "gl_FogFragCoord = clamp(gl_FogFragCoord, 0.0, 1.0);\n");
}
+
+ /* Write the final position.
+ * 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 * gl_ProjectionMatrix[1][1];\n");
shader_addline(&buffer, "}\n\0");
@@ -754,6 +759,12 @@ #endif
if (reg_maps->fog)
shader_addline(&buffer, "MAX result.fogcoord, TMP_FOG, 0.0;\n");
+ /* Write the final position.
+ * 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, "MOV result.position, TMP_OUT;\n");
+ shader_addline(&buffer, "MUL result.position.y, TMP_OUT.y, state.matrix.projection.row[1].y;\n");
+
shader_addline(&buffer, "END\n\0");
/* TODO: change to resource.glObjectHandle or something like that */
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