On 31 March 2010 15:07, Roderick Colenbrander wrote:
> I have worked on some more parts of the blit_shader code. Before I
> clean it up and submit it, I'm posting it here to see if the direction
> is ok.
I already commented on some issues with 0007 and 0008 since you
already submitted those. As fo
On Wed, Mar 24, 2010 at 9:09 PM, Henri Verbeet wrote:
> On 24 March 2010 20:03, Roderick Colenbrander wrote:
>> I have experimented a bit with the design (intially only color fill
>> since that's quite independent). Note this is just a proof of concept
>> (some of the helper functions would becom
On 24 March 2010 20:03, Roderick Colenbrander wrote:
> I have experimented a bit with the design (intially only color fill
> since that's quite independent). Note this is just a proof of concept
> (some of the helper functions would become separate patches). This
> patch is the current code in the
On Wed, Mar 24, 2010 at 1:19 PM, Henri Verbeet wrote:
> On 24 March 2010 12:53, Roderick Colenbrander wrote:
>> Now back to the blitter design. Henri's proposal is to have several
>> blitters for this discussion reduce it to shader_blit and cpu_blit.
>> The cpu_blit would be the software fall bac
On 24 March 2010 12:53, Roderick Colenbrander wrote:
> Now back to the blitter design. Henri's proposal is to have several
> blitters for this discussion reduce it to shader_blit and cpu_blit.
> The cpu_blit would be the software fall back for a blit, colorfill or
> whatever operation.
It's not ne
On Wed, Mar 24, 2010 at 12:35 PM, Stefan Dösinger
wrote:
> Am Mittwoch 24 März 2010 12:00:48 schrieb Henri Verbeet:
>> On 24 March 2010 11:55, Roderick Colenbrander
> wrote:
>> > Sure color keying needs to be handled by the fragment pipe. Though I
>> > would like to avoid touching that area right
Am Mittwoch 24 März 2010 12:00:48 schrieb Henri Verbeet:
> On 24 March 2010 11:55, Roderick Colenbrander
wrote:
> > Sure color keying needs to be handled by the fragment pipe. Though I
> > would like to avoid touching that area right now since I don't know
> > anything about it and I had a feelin
On 24 March 2010 11:55, Roderick Colenbrander wrote:
> Sure color keying needs to be handled by the fragment pipe. Though I
> would like to avoid touching that area right now since I don't know
> anything about it and I had a feeling when I talked about it with
> Stefan that this code is a bit fra
On Tue, Mar 23, 2010 at 11:05 PM, Henri Verbeet wrote:
> On 23 March 2010 18:41, Roderick Colenbrander wrote:
>> Hi,
> ...
>>
> How about something along these general lines:
>
> blitter_setup_context(src, dst, rop, ...)
> {
> context = context_acquire(src/dst/NULL);
> select shader / setup
On 23 March 2010 18:41, Roderick Colenbrander wrote:
> Hi,
...
>
How about something along these general lines:
blitter_setup_context(src, dst, rop, ...)
{
context = context_acquire(src/dst/NULL);
select shader / setup ffp state / etc.
return context;
}
blitter_release_context(contex
Hi,
For a while we have been discussing on how to clean up / rewrite some
parts of the surface code in WineD3D. I did submit a number of patches
to initiate a rewrite of some parts but not all patches were correct
and it wasn't clear what final design I had in mind. I'm posting my
ideas to here to
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