[Bug 6955] Multiple games need software vertex blending implementation (NOLF2, Divinity 2, Dark Age of Camelot, Warhammer Online, PSU:AOTI)
wine-bugs at winehq.org
wine-bugs at winehq.org
Thu Jun 25 10:52:11 CDT 2015
https://bugs.winehq.org/show_bug.cgi?id=6955
Matteo Bruni <matteo.mystral at gmail.com> changed:
What |Removed |Added
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CC| |matteo.mystral at gmail.com
--- Comment #171 from Matteo Bruni <matteo.mystral at gmail.com> ---
(In reply to Józef Kucia from comment #165)
> Created attachment 51756 [details]
> Implement vertex blending in glsl-vertex-pipe
>
> This patch adds support for vertex blending in glsl_vertex_pipe. Please test.
Great stuff Józef and welcome back ;)
The patch looks very good to me. Except for the gl_info->limits.blends hack I
only have pretty generic style complaints (e.g. an unnecessary newline before
get_projection_matrix(), an opening brace on the same line as the 'if',
statements on the same line as the braceless 'if').
About the blend matrices count, the proper fix is probably to add a field to
d3d_info and populate it from the vertex caps in wined3d_adapter_init_gl_caps()
(and also update glsl_vertex_pipe_vp_get_caps() to advertise 4 blend matrices).
You'll then need to replace a few uses of gl_info->limits.blends in wined3d
with the d3d_info value. At a quick look only wined3d_cs_exec_set_transform()
and prune_invalid_states() need that treatment.
I guess a test would be nice to have too.
After you clean the patch up just send it to wine-patches. BTW thanks for
working on this, I was thinking about commenting on this bug that now all the
infrastructure to properly fix the bug is there but I don't plan to implement
this, it looks like you were faster :)
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