gpu: fix clip intersection with the D3D backend

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-03-10 14:11:36 +01:00
parent acfe91ec3e
commit 61529c2cb6
6 changed files with 145 additions and 19 deletions
+17
View File
@@ -17,6 +17,23 @@ vec3[2] fboTextureTransform() {
return t;
}
// fboTransform returns a transformation
// that cancels the implied transformation between
// the clip space and the framebuffer.
// Only two rows are returned. The last is implied
// to be [0, 0, 1].
vec3[2] fboTransform() {
vec3[2] t;
#ifdef HLSL
t[0] = vec3(1.0, 0.0, 0.0);
t[1] = vec3(0.0, 1.0, 0.0);
#else
t[0] = vec3(1.0, 0.0, 0.0);
t[1] = vec3(0.0, -1.0, 0.0);
#endif
return t;
}
// toClipSpace converts an OpenGL gl_Position value to a
// native GPU position.
vec4 toClipSpace(vec4 pos) {
+11 -4
View File
@@ -4,18 +4,25 @@
precision highp float;
#include <common.inc>
layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 uv;
layout(binding = 0) uniform Block {
vec4 uvTransform;
vec4 subUVTransform;
};
layout(location = 0) out vec2 vUV;
void main() {
vec2 p = pos;
p.y = -p.y;
gl_Position = vec4(p, 0, 1);
vUV = uv*uvTransform.xy + uvTransform.zw;
vec3[2] fboTrans = fboTransform();
vec3 p = transform3x2(fboTrans, vec3(pos, 1.0));
gl_Position = vec4(p, 1);
vec3[2] fboTexTrans = fboTextureTransform();
vec3 uv3 = transform3x2(fboTexTrans, vec3(uv, 1.0));
vUV = uv3.xy*subUVTransform.xy + subUVTransform.zw;
vUV = transform3x2(fboTexTrans, vec3(vUV, 1.0)).xy;
vUV = vUV*uvTransform.xy + uvTransform.zw;
}