[PATCH 2/5] wined3d: Handle the SM4 SV_POSITION pixel shader input semantic in the GLSL shader backend.

Henri Verbeet hverbeet at gmail.com
Mon Jan 19 07:44:46 CST 2015


On 19 January 2015 at 14:31, Stefan Dösinger <stefandoesinger at gmail.com> wrote:
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> Am 2015-01-19 um 13:44 schrieb Henri Verbeet:
>> This is (mostly) equivalent to the vPos register in SM3.
>> ...
>> +            if (!strcmp(semantic_name, "SV_POSITION"))
>> +                shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n",
>> +                        shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
> The vpos variable has the d3d9 0.5 pixel offset applied, which to my knowledge is not correct for d3d10. Is this intentional? (I guess yes, either for simplicity to make patch 3 work and / or because we're still adding the offset on the vertex side even in d3d10.)
>
Sort of. I'm deferring a bunch of details like pixel centers until
there's enough infrastructure in place to just port the equivalent
d3d9 tests to d3d10.



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