WineD3D: Avoid wasting a shader constant

Stefan Dösinger stefandoesinger at gmx.at
Wed Aug 30 11:15:59 CDT 2006


Am Dienstag 29 August 2006 22:16 schrieb Stefan Dösinger:
> My previous half pixel correction patch loaded an extra row from the
> transform matrix into a new constant to access one float value, altough the
> already loaded 2nd row had 2 unused floats. This patch puts the x offset
> into the z value of the 2nd row and loads only that row. This doesn't look
> nice, but it doesn't require an additional shader parameter, so the
> constant is available for use by the game. Of course comments are added to
> document this :-)
Please do not apply this patch, I will send another patch which uses a real 
uniform instead of abusing the projection matrix



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