[Bug 39057] Support for Indexed Vertex Blending

wine-bugs at winehq.org wine-bugs at winehq.org
Fri Nov 27 15:56:53 CST 2015


https://bugs.winehq.org/show_bug.cgi?id=39057

--- Comment #54 from Matteo Bruni <matteo.mystral at gmail.com> ---
Created attachment 52920
  --> https://bugs.winehq.org/attachment.cgi?id=52920
Test output on a Radeon HD 2600

I'm attaching the output of your test on my Windows XP + Radeon HD 2600. I also
ran the test on Windows 7 + Nvidia GTX 970 and that matches the previous test
results you got here (i.e. MaxVertexBlendMatrixIndex=8 for hardware / mixed
vertex processing).

About the patch: cool stuff. Not going into the details, again, but here are
some more high-level comments. Ah, BTW, these are my opinions, Henri (aka the
wined3d maintainer) might disagree...

I would probably drop indexed vertex blending with plain uniforms altogether,
it looks too messy and e.g. allocating extra ~1KB for
modelview_matrix_location[] for each GLSL shader doesn't seem justifiable.
You should probably add a separate field in d3d_info.limits for the indexed
limit (and avoid touching ffp_vertex_blend_matrices) and use it where
necessary. You should also report 0 (or 8, but since there is real hardware on
Windows returning 0 that is okay) indexed vertex blending matrices for devices
not created with the D3DCREATE_SOFTWARE_VERTEXPROCESSING flag (I think you can
look that up from device->create_parms.flags).
I don't think you need a static variable (or a variable at all) to store the
next update_id value, unless I'm missing something.

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