[PATCH 3/6] wined3d: Get the framebuffer height from the view in shader_glsl_load_constants().
Henri Verbeet
hverbeet at codeweavers.com
Wed Mar 23 11:58:21 CDT 2016
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/glsl_shader.c | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 11f103e..8892d49 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1430,16 +1430,16 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
if (update_mask & WINED3D_SHADER_CONST_PS_Y_CORR)
{
- float correction_params[] =
+ const struct wined3d_vec4 correction_params =
{
- /* position is window relative, not viewport relative */
- context->render_offscreen ? 0.0f : (float)context->current_rt->resource.height,
+ /* Position is relative to the framebuffer, not the viewport. */
+ context->render_offscreen ? 0.0f : (float)state->fb->render_targets[0]->height,
context->render_offscreen ? 1.0f : -1.0f,
0.0f,
0.0f,
};
- GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, correction_params));
+ GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, &correction_params.x));
}
if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
--
2.1.4
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