[PATCH 5/7] wined3d: Correctly transform FFP clip planes.
Józef Kucia
jkucia at codeweavers.com
Mon Dec 4 17:26:33 CST 2017
A plane isn't transformed as simply as a vector.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
Fixes https://bugs.winehq.org/show_bug.cgi?id=44104
---
dlls/wined3d/glsl_shader.c | 25 +++++++++++++++++++++----
1 file changed, 21 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 976c7cdb6213..18822c50dfc8 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1308,7 +1308,7 @@ static void swap_rows(float **a, float **b)
*b = tmp;
}
-static BOOL invert_matrix(struct wined3d_matrix *out, struct wined3d_matrix *m)
+static BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m)
{
float wtmp[4][8];
float m0, m1, m2, m3, s;
@@ -1512,6 +1512,18 @@ static BOOL invert_matrix(struct wined3d_matrix *out, struct wined3d_matrix *m)
return TRUE;
}
+static void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m)
+{
+ struct wined3d_matrix temp;
+ unsigned int i, j;
+
+ for (i = 0; i < 4; ++i)
+ for (j = 0; j < 4; ++j)
+ (&temp._11)[4 * j + i] = (&m->_11)[4 * i + j];
+
+ *out = temp;
+}
+
static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context *context,
const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
{
@@ -1709,13 +1721,18 @@ static void shader_glsl_clip_plane_uniform(const struct wined3d_context *context
const struct wined3d_state *state, unsigned int index, struct glsl_shader_prog_link *prog)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
+ struct wined3d_matrix matrix;
struct wined3d_vec4 plane;
+ plane = state->clip_planes[index];
+
/* Clip planes are affected by the view transform in d3d for FFP draws. */
if (!use_vs(state))
- multiply_vector_matrix(&plane, &state->clip_planes[index], &state->transforms[WINED3D_TS_VIEW]);
- else
- plane = state->clip_planes[index];
+ {
+ invert_matrix(&matrix, &state->transforms[WINED3D_TS_VIEW]);
+ transpose_matrix(&matrix, &matrix);
+ multiply_vector_matrix(&plane, &plane, &matrix);
+ }
GL_EXTCALL(glUniform4fv(prog->vs.clip_planes_location + index, 1, &plane.x));
}
--
2.13.6
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