WineD3D: ProcessVertices

Stefan Dösinger stefandoesinger at
Tue Jan 16 12:51:08 CST 2007

Am Dienstag 16 Januar 2007 18:01 schrieb Christoph Bumiller:
> Henri Verbeet wrote:
> > Well, you can't set a VBO as rendertarget directly, but you can copy
> > the FBO data into a PBO, which you can bind as a VBO. That's pretty
> > legitimate in OpenGL. But I was wondering how hard it would be to use
> > something like that for ProcessVertices.

> I don't think its easy or even possible to have exactly one pixel per
> vertex at sequential positions in the pixel buffer, or is it (using
> points and knowing the resolution etc.) ?
I think with R2VB the pixel shader(which writes to the vb) has a resolution 
for the target vertex buffer. I gather it will be a bit tricky for the 
programmer of the application to match color components to vertex attributes, 
but that is nothing we have to care about. I think we can just copy the data 
from the fbo to the vbo(or pbo or whatever buffer object)

But I prefer to run ProcessVertices in Software. I have not seen a d3d8 or 
d3d9 application yet which uses it, only some d3d7 apps(Half-Life, Anarchy 
Online, Shadow Volume 2 sdk demo). But it would be a nice way to read the 
result of a vertex shader back and compare it in a test case. I don't think 
it will be practical use for any d3d8/9 app.

By the way, the ProcessVertices implementation in wined3d is wrong. It treats 
the Vertex Declaration it gets as a vertex buffer, which is wrong. It needs 
some d3d9 tests too, I gather.

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