wined3d: Don't use the builtin FFP uniform for the projection matrix.

This commit is contained in:
Matteo Bruni 2015-03-26 20:12:20 +01:00 committed by Alexandre Julliard
parent 848991fc11
commit 05757794a0
3 changed files with 22 additions and 17 deletions

View File

@ -118,6 +118,7 @@ struct glsl_vs_program
GLint pos_fixup_location;
GLint modelview_matrix_location;
GLint projection_matrix_location;
GLint normal_matrix_location;
};
@ -876,6 +877,15 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog);
}
if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ)
{
struct wined3d_matrix projection;
get_projection_matrix(context, state, &projection);
GL_EXTCALL(glUniformMatrix4fv(prog->vs.projection_matrix_location, 1, FALSE, &projection._11));
checkGLcall("glUniformMatrix4fv");
}
if (update_mask & WINED3D_SHADER_CONST_PS_F)
shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
@ -5092,6 +5102,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffe
shader_addline(buffer, "\n");
shader_addline(buffer, "uniform mat4 ffp_modelview_matrix;\n");
shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
shader_addline(buffer, "\nvoid main()\n{\n");
@ -5101,13 +5112,13 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffe
if (settings->transformed)
{
shader_addline(buffer, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
shader_addline(buffer, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
shader_addline(buffer, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
}
else
{
shader_addline(buffer, "vec4 ec_pos = ffp_modelview_matrix * gl_Vertex;\n");
shader_addline(buffer, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
if (settings->clipping)
shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
shader_addline(buffer, "ec_pos /= ec_pos.w;\n");
@ -5875,6 +5886,7 @@ static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *
vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "posFixup"));
vs->modelview_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_modelview_matrix"));
vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
}
@ -6178,7 +6190,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
}
else
{
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
| WINED3D_SHADER_CONST_FFP_PROJ;
}
if (gshader)
@ -7095,11 +7108,7 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
}
if (transformed != wasrhw)
{
if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
&& !isStateDirty(context, STATE_VIEWPORT))
transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
}
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ;
for (i = 0; i < MAX_TEXTURES; ++i)
{
@ -7133,9 +7142,6 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
}
}
if (transformed != wasrhw && !isStateDirty(context, STATE_RENDER(WINED3D_RS_ZENABLE)))
context_apply_state(context, state, STATE_RENDER(WINED3D_RS_ZENABLE));
context->last_was_vshader = use_vs(state);
}
@ -7194,7 +7200,7 @@ static void glsl_vertex_pipe_projection(struct wined3d_context *context,
if (state->render_states[WINED3D_RS_FOGENABLE]
&& state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
transform_projection(context, state, state_id);
context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ;
}
static void glsl_vertex_pipe_viewport(struct wined3d_context *context,

View File

@ -132,7 +132,7 @@ static void state_zenable(struct wined3d_context *context, const struct wined3d_
}
if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
}
static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@ -4029,7 +4029,7 @@ static void transform_view(struct wined3d_context *context, const struct wined3d
}
}
void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_matrix projection;

View File

@ -307,7 +307,8 @@ enum wined3d_shader_resource_type
#define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
#define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
#define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00000400
#define WINED3D_SHADER_CONST_FFP_PS 0x00000800
#define WINED3D_SHADER_CONST_FFP_PROJ 0x00000800
#define WINED3D_SHADER_CONST_FFP_PS 0x00001000
enum wined3d_shader_register_type
{
@ -2812,8 +2813,6 @@ void sampler_texmatrix(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_specularenable(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void transform_projection(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void transform_texture(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_ambient(struct wined3d_context *context,