[PATCH 2/5] wined3d: Take WINED3D_PIXEL_CENTER_INTEGER into account when calculating vpos.
Henri Verbeet
hverbeet at codeweavers.com
Tue Mar 31 03:24:57 CDT 2015
---
dlls/wined3d/glsl_shader.c | 10 ++++++++--
1 file changed, 8 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index e4ddbe6..c857e76 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1420,8 +1420,14 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
* centers instead of the pixel corners. This code will behave correctly
* on drivers that returns integer values. */
if (version->type == WINED3D_SHADER_TYPE_PIXEL && reg_maps->vpos)
- shader_addline(buffer,
- "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
+ {
+ if (shader->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
+ shader_addline(buffer,
+ "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
+ else
+ shader_addline(buffer,
+ "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
+ }
}
/*****************************************************************************
--
1.7.10.4
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