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

wine-bugs at winehq.org wine-bugs at winehq.org
Tue Nov 25 05:56:28 CST 2008


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





--- Comment #25 from Stefan Dösinger <stefandoesinger at gmx.at>  2008-11-25 05:56:28 ---
> 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.
You can use a Uniform(shader constants called in d3d. That avoids the
recompile.

Note that you won't save a uniform by hardcoding the fixup. Shaders don't
support immediate values in the hardware bytecode, so the driver is
transparently consuming a uniform for hardcoded values on its own.


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