[Git][wine/wine][master] 5 commits: wined3d: Do not clamp fog in the VS.
Alexandre Julliard pushed to branch master at wine / wine Commits: b02b7367 by Elizabeth Figura at 2024-11-13T20:26:35+01:00 wined3d: Do not clamp fog in the VS. NVidia and WARP clamp before interpolation in the oFog case; AMD clamps only after interpolation (which we also do). On the other hand, test_fog() proves that clamping should not be done before interpolation in the FFP case, for any driver. In order to emulate an FFP vertex shader with a real compiled shader, we need to avoid clamping before interpolation, choosing the AMD behaviour here. - - - - - 70258a16 by Elizabeth Figura at 2024-11-13T20:26:40+01:00 wined3d: Calculate the texture matrix solely from the vertex declaration. - - - - - f588fec2 by Elizabeth Figura at 2024-11-13T20:26:40+01:00 wined3d: Rewrite the comment in compute_texture_matrix(). Make the function easier to understand, and use language that's a little less GL-centric. - - - - - 96c37c23 by Elizabeth Figura at 2024-11-13T20:26:42+01:00 wined3d: Clear caps to zero in shader caps query functions. - - - - - 1f42d452 by Elizabeth Figura at 2024-11-13T20:26:42+01:00 wined3d: Initialize max_blend_stages in the SPIRV fragment pipe. - - - - - 5 changed files: - dlls/wined3d/glsl_shader.c - dlls/wined3d/shader_spirv.c - dlls/wined3d/stateblock.c - dlls/wined3d/utils.c - dlls/wined3d/wined3d_private.h View it on GitLab: https://gitlab.winehq.org/wine/wine/-/compare/a5de8d85d354dcce44583ec4467046... -- View it on GitLab: https://gitlab.winehq.org/wine/wine/-/compare/a5de8d85d354dcce44583ec4467046... You're receiving this email because of your account on gitlab.winehq.org.
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Alexandre Julliard (@julliard)