[1/5] WineD3D: Get some vertex pipeline infrastructure in place

Henri Verbeet hverbeet at gmail.com
Sun Nov 16 17:39:08 CST 2008


2008/11/17 Stefan Dösinger <stefan at codeweavers.com>:
> -    } else if (fixup ||
> +    } else if (device->vertex_pipe->can_convert_d3dcolor || fixup ||
Shouldn't this be redundant if you already handle color conversion in
IWineD3DVertexBufferImpl_FindDecl()?

> -    } else {
> +    } else if(!device->vertex_pipe->can_convert_d3dcolor) {
I don't think this is how we want to do this. I think it makes more
sense to ask the pipeline if it can handle a particular type for a
particular usage. You can handle FLOAT16 support in the same way then.
Also note that EXT_vertex_array_bgra adds support for D3DCOLOR, but
only for diffuse, specular and generic attributes. That should be
enough for anything we come across, but with a "can_convert_d3dcolor"
flag like that you can't handle that extension properly.


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