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.
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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...