[PATCH 2/2] d3dx9_36: Implement triangle filter when create textures
matteo.mystral at gmail.com
Tue Jun 9 03:02:40 CDT 2015
2015-06-09 9:34 GMT+02:00 Matteo Bruni <matteo.mystral at gmail.com>:
> 2015-06-09 5:18 GMT+02:00 Sergey Isakov <isakov-sl at bk.ru>:
>> On 08 июня 2015 г., at 22:13, Henri Verbeet <hverbeet at gmail.com> wrote:
>>> On 8 June 2015 at 09:08, Nikolay Sivov <bunglehead at gmail.com> wrote:
>>>> 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
>>> All other considerations aside, I don't think we want d3dx9 to link
>>> against wined3d.
>> Is this the only reason to not accept any DXTn related patches?
>> Should I remake them with this condition…. or no sense to bother?
> Thanks for the patch, it's been an interesting read.
> There are a lot of issues with the patch in addition to the DXTn stuff
> and that it doesn't apply to WineHQ git but I don't think it makes
> much sense to go into the details until you fix that. Just a question,
> mostly for my own curiosity: why did you go for fixed function math?
Make that "fixed POINT math" -_-
Thanks to Stefan for spotting it.
> Also the patch is not very compelling at the moment since you're
> implementing your own filtering algorithm which might be completely
> different from the MS one. If you're interested in figuring out the
> actual algorithm used by native you should write a test. For example
> you could pass a checkerboard pattern image to D3DXLoadSurface with a
> bunch of src / dest size combinations (e.g. 4x4 -> 8x8, 8x8 -> 4x4,
> 4x4 -> 12x12, ...) and manually observe the filtered image. There is
> some chance that it's simple to figure out the filtering formula from
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