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List:       wine-devel
Subject:    Re: [PATCH 3/5] wined3d: Dirtify pixel shader on texture format change.
From:       Matteo Bruni <matteo.mystral () gmail ! com>
Date:       2014-10-30 13:12:13
Message-ID: CABvNrtPur8zMkfD7WE5a5Ybi0F0RKftCwTJPXYVFtLJhCdpE+Q () mail ! gmail ! com
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2014-10-30 11:45 GMT+01:00 Henri Verbeet <hverbeet@gmail.com>:
> On 29 October 2014 18:01, Matteo Bruni <mbruni@codeweavers.com> wrote:
>> +        if (!prev || op->texture->target != prev->target
>> +                || op->texture->resource.format != prev->resource.format)
> Shouldn't this just check the color_fixup?

In theory you can also have depth texture vs color texture (although I
guess that's unlikely to happen in practice). There is also NP2 vs P2
textures which don't matter for non-ancient GPUs and I'm actually
still not checking here.

> And in principle I think this would apply to vertex shaders as well,
> except that we don't track color fixups in struct vs_compile_args at
> all.

Yes, we don't apply color fixups in vertex shaders at all. Probably a
separate issue...

> The real pain will come with d3d10 of course, since you can
> access a much larger amount of resources there.

Yeah, I guess wined3d_cs_exec_set_shader_resource_view() will require
a bunch more checks.


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