Stefan Dösinger : wined3d: Multiply the half pixel correction with .w.
Alexandre Julliard
julliard at winehq.org
Fri Dec 28 07:38:41 CST 2007
Module: wine
Branch: master
Commit: ea093f4a3884e0869b5dc00f36ae6889526e8648
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ea093f4a3884e0869b5dc00f36ae6889526e8648
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Thu Dec 27 21:20:59 2007 +0100
wined3d: Multiply the half pixel correction with .w.
---
dlls/wined3d/vertexshader.c | 13 ++++++-------
1 files changed, 6 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index e50bf8f..d6c34d8 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -413,7 +413,8 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
* 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.xy = gl_Position.xy * posFixup.xy + posFixup.zw;\n");
+ shader_addline(&buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
+ shader_addline(&buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
*
@@ -444,10 +445,7 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
This->baseShader.limits.constant_float =
min(95, This->baseShader.limits.constant_float);
- /* Some instructions need a temporary register. Add it if needed, but only if it is really needed */
- if(reg_maps->usesnrm || This->rel_offset) {
- shader_addline(&buffer, "TEMP TMP;\n");
- }
+ shader_addline(&buffer, "TEMP TMP;\n");
/* Base Declarations */
shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
@@ -479,8 +477,9 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
* 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, "ADD TMP_OUT.x, TMP_OUT.x, posFixup.z;\n");
- shader_addline(&buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, posFixup.w;\n");
+ shader_addline(&buffer, "MUL TMP, posFixup, TMP_OUT.w;\n");
+ shader_addline(&buffer, "ADD TMP_OUT.x, TMP_OUT.x, TMP.z;\n");
+ shader_addline(&buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup.y, TMP.w;\n");
/* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
* and the glsl equivalent
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