Module: wine Branch: master Commit: bc449ca31fbd4a97ef1a06cabbfb2787e2ea6ca1 URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=bc449ca31fbd4a97ef1a06ca...
Author: Stefan Dösinger stefan@codeweavers.com Date: Mon Aug 28 23:46:00 2006 +0200
wined3d: Apply the half pixel correction for shaders too.
---
dlls/wined3d/vertexshader.c | 35 ++++++++++++++++++++++++++++------- 1 files changed, 28 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index 2f3de86..9719264 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -735,8 +735,18 @@ #endif }
/* Write the final position. - * Account for any inverted textures (render to texture case) by reversing the y coordinate - * (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices) */ + * + * OpenGL coordinates specify the center of the pixel while d3d coords specify + * the corner. For that reason a translation is done with the projection matrix, + * which sets the offsets to move in the w coords of the matrix(see glTranslate manpage) + * Add the w coordinates to x and y, this avoids the need for a full matrix + * multiplication. The matrix is set up in drawprim.c, primitiveInitState. + */ + shader_addline(&buffer, "gl_Position.x = gl_Position.x + gl_ProjectionMatrix[3][0];\n"); + shader_addline(&buffer, "gl_Position.y = gl_Position.y + gl_ProjectionMatrix[3][1];\n"); + /* Account for any inverted textures (render to texture case) by reversing the y coordinate + * (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices) + */ shader_addline(&buffer, "gl_Position.y = gl_Position.y * gl_ProjectionMatrix[1][1];\n");
shader_addline(&buffer, "}\n\0"); @@ -763,7 +773,8 @@ #endif shader_generate_arb_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
/* We need the projection matrix to correctly render upside-down objects (render to texture) */ - shader_addline(&buffer, "PARAM PROJECTION = state.matrix.projection.row[1];\n"); + shader_addline(&buffer, "PARAM PROJECTIONX = state.matrix.projection.row[0];\n"); + shader_addline(&buffer, "PARAM PROJECTIONY = state.matrix.projection.row[1];\n");
if (reg_maps->fog) { This->usesFog = 1; @@ -777,11 +788,21 @@ #endif if (reg_maps->fog) shader_addline(&buffer, "MAX result.fogcoord, TMP_FOG, 0.0;\n");
- /* Write the final position. - * Account for any inverted textures (render to texture case) by reversing the y coordinate - * (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices) */ shader_addline(&buffer, "MOV result.position, TMP_OUT;\n"); - shader_addline(&buffer, "MUL result.position.y, TMP_OUT.y, PROJECTION.y;\n"); + /* Write the final position. + * + * OpenGL coordinates specify the center of the pixel while d3d coords specify + * the corner. For that reason a translation is done with the projection matrix, + * which sets the offsets to move in the w coords of the matrix(see glTranslate manpage) + * Add the w coordinates to x and y, this avoids the need for a full matrix + * multiplication. The matrix is set up in drawprim.c, primitiveInitState. + */ + shader_addline(&buffer, "ADD result.position.x, TMP_OUT.x, PROJECTIONX.w;\n"); + shader_addline(&buffer, "ADD result.position.y, TMP_OUT.y, PROJECTIONY.w;\n"); + /* Account for any inverted textures (render to texture case) by reversing the y coordinate + * (this is handled in drawPrim() when it sets the MODELVIEW and PROJECTION matrices) + */ + shader_addline(&buffer, "MUL result.position.y, TMP_OUT.y, PROJECTIONY.y;\n");
shader_addline(&buffer, "END\n\0");