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wined3d: Get rid of the invymat.
glScalef(1.0, -1.0, 1.0) does the same as the glMultMatrix with the invymat matrix, and it is more optimal.
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@ -2735,12 +2735,6 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
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}
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}
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static const GLfloat invymat[16] = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f};
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static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode(GL_PROJECTION)");
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@ -2808,8 +2802,8 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
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/* D3D texture coordinates are flipped compared to OpenGL ones, so
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* render everything upside down when rendering offscreen. */
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if (stateblock->wineD3DDevice->render_offscreen) {
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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glScalef(1.0, -1.0, 1.0);
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checkGLcall("glScalef");
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}
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} else {
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/* The rule is that the window coordinate 0 does not correspond to the
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@ -2833,12 +2827,13 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
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glTranslatef(1.0 / stateblock->viewport.Width, -1.0/ stateblock->viewport.Height, -1.0);
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checkGLcall("glTranslatef (1.0 / width, -1.0 / height, -1.0)");
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glScalef(1.0, 1.0, 2.0);
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checkGLcall("glScalef");
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/* D3D texture coordinates are flipped compared to OpenGL ones, so
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* render everything upside down when rendering offscreen. */
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if (stateblock->wineD3DDevice->render_offscreen) {
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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glScalef(1.0, -1.0, 1.0);
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checkGLcall("glScalef");
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}
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glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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