[PATCH 2/2] d3dx9_36: Implement triangle filter when create textures
Nikolay Sivov
bunglehead at gmail.com
Mon Jun 8 02:08:13 CDT 2015
On 08.06.2015 10:02, Sergey Isakov wrote:
>
> On 08.06.2015, at 9:48, Nikolay Sivov wrote:
>
>> On 07.06.2015 23:13, Sergey Isakov wrote:
>>> It is probably not triangle filter but works with similar result so I place it in appropriate places.
>>> As well load surface and volume works with DXTn textures now. External conversion is a stub.
>>> The best test will be graphical. See two sscreenshots: textures made by DxTex.exe (from DirectXSDK), one with point filter, second with triangle filter my version.
>>> PS. About copyright. It is my mathematics. (c)Isakov S.L.
>>>
>>
>>> +#ifdef DXTN_COMPESSION_SUPPORTED
>>> + switch (format)
>>> + {
>>> + case D3DFMT_DXT1:
>>> + if (!wined3d_dxtn_supported()) return NULL;
>>> + return encode ? wined3d_dxt1_encode : wined3d_dxt1_decode;
>>
>> This diff is not against wine-git tree, there's no wined3d_dxtn_supported() funtion in wine.
>
> So why this is a stub.
> Sure, this diff against wine-git tree recent version.
>
You mean that's why it's #ifdefed? I don't know if we need this part,
that can't be even built, as it's not clear how
DXTN_COMPRESSION_SUPPORTED is supposed to be defined and where; but I
leave this to actual wined3d devs to respond.
P.S. please CC wine-devel next time you reply.
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