- 25 Mar, 2015 32 commits
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Hans Leidekker authored
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Piotr Caban authored
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Piotr Caban authored
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Piotr Caban authored
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Jacek Caban authored
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Alexandre Julliard authored
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Michael Stefaniuc authored
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Michael Stefaniuc authored
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Vincent Povirk authored
When picking a color halfway between 100% white (0xffffffff) and fully transparent (0x00000000), the result was 50% opaque 50% grey (0x80808080) when it should really be 50% opaque white (0x80ffffff). This had a tendency to create grey fringes on things. The fix is to weight the non-alpha components based on how much they contribute to the final alpha value.
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Zheng Chen authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
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Huw Davies authored
The cache_entries' storages are just references to the same object anyway.
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Jinhui Chen authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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- 24 Mar, 2015 8 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
Mapping colorop to pixelshader is necessary because misc_state_template defines a pixel shader handler. We have to use the same representative in all pipeline parts. Wined3d_cs_exec_set_texture dirtifies the pixel shader state when the fixup of a texture changes. Atifs no longer needs a pixel shader handler on its own since vertex shader updates aren't delayed any more when the pixel shader state is dirty.
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Stefan Dösinger authored
The abilities of this hardware is too limited to support generic sign / swizzle fixups. A generic handler would consume 4 of the 8 available color instruction slots and 2 alpha instruction slots. The bump mapping handler code has its own way of handling the color fixups. It merges the fixup into the perturbation calculation without requiring extra shader instructions. In theory this is possible for the majority of d3d texture ops as well, but I don't think this is worth the effort. I expect that this code will only be used for the ddraw signed format test in practice.
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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Francois Gouget authored
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