[Bug 14762] Max Payne 2: sepia tone filter issues (high PPE)
wine-bugs at winehq.org
wine-bugs at winehq.org
Sun Nov 2 17:09:02 CST 2008
http://bugs.winehq.org/show_bug.cgi?id=14762
--- Comment #14 from Tobias Jakobi <liquid.acid at gmx.net> 2008-11-02 17:09:01 ---
Note to me: Try to understand the functions Henri told me.
Look for functions (in glsl_shader.c) calling shader_glsl_get_sample_function.
List of functions where texrect has an effect:
pshader_glsl_tex
shader_glsl_texldl
Figure out a effective way of passing texture dimensions for fixup into the
GLSL shader.
Static hardcoding would be the best in the case of Max Payne 2 since the
texture dimension only changes when the ingame resolution is switched. This
can't be done while the engine is running. A restart is needed.
However this doesn't look like a good generic way to do this. Need more input
on this one...
Or pass tex dimensions via another texcoord, uniform, whatever. Still don't
know GLSL well enough... :(
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