D3D: Implement vertex blending in drawStridedSlow

Paul TBBle Hampson Paul.Hampson at Pobox.com
Fri Jan 30 01:59:06 CST 2009

On Wed, Jan 28, 2009 at 04:44:44PM +0100, Henri Verbeet wrote:
> 2009/1/28 Claudio Ciccani <klan at users.sf.net>:
>> I mean, you could implement a hardware based vertex blending routine
>> using a vertex shader and keep the software vertex blending routine in
>> case vertex programs are not supported by underlying hardware.
>> Actually this is what the patch does: fall back to software vertex
>> blending when hardware vertex blending is not supported.

> I'm fairly certain there aren't a whole lot of cards that don't
> support either ARB_vertex_blend or vertex shaders, but do support
> vertex blending on Windows.

The other problem that results in is that the D3DX functions that check
for vertex blending support produce vertex buffers that Wine doesn't
understand if that support is absent.

This of course is actually an issue elsewhere (ie someone's gotta work
out what the vertex element means and implement it, I guess) but it's
the reason that the capabilities hack is floating around.

According to a website I forget the location of, it's only the Intel
on-board graphics cards that don't claim to be able to do vertex
blending with 4 matrices under D3D9.

I thought it was suggested here a while ago that DirectX9 itself or the
card driver implements vertex blending if the card doesn't support it in
hardware. I presume it does this with a shader.

Paul "TBBle" Hampson, B.Sc, LPI, MCSE
Very-later-year Asian Studies student, ANU
The Boss, Bubblesworth Pty Ltd (ABN: 51 095 284 361)
Paul.Hampson at Pobox.com

Of course Pacman didn't influence us as kids. If it did,
we'd be running around in darkened rooms, popping pills and
listening to repetitive music.
 -- Kristian Wilson, Nintendo, Inc, 1989

License: http://creativecommons.org/licenses/by/2.5/au/
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