[Bug 14762] GeforceFX series: fullscreen PP effect issues / RECT texcoord fixup

wine-bugs at winehq.org wine-bugs at winehq.org
Tue Nov 25 05:26:17 CST 2008


http://bugs.winehq.org/show_bug.cgi?id=14762





--- Comment #24 from Tobias Jakobi <liquid.acid at gmx.net>  2008-11-25 05:26:16 ---
My current assumption is that all RECT textures that are used have the
dimensions of the backbuffer. This assumption holds as long as the game is only
using RECTs for fullscreen post processing effects.

You're right that this won't work (correctly) if the texture where the shader
samples from doesn't have this dimensions.

However currently the most that is sampled from a RECT texture is one single
pixel (since we supply texcoords in the range [0,1]x[0,1]).

This hack isn't valid in general at all, but it's kinda "better" than the
current situation. And after all it's only a hack :)

@"You have to use the texture size of
the texture you're sampling from.":
Seems like my current approach won't work there, since I'm hardcoding the fixup
vector in the shader. I don't think I can simply assume that the shader that is
generated is only used for the currently bound texture (if there is anything
bound at all).

So as soon as the bound texture changes I would have to regenerate the shader,
modifying the fixup vector. That doesn't look like a good/clean approach to me.


-- 
Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email
Do not reply to this email, post in Bugzilla using the
above URL to reply.
------- You are receiving this mail because: -------
You are watching all bug changes.



More information about the wine-bugs mailing list