-
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.