Stefan Dösinger : wined3d: Set shader specific caps in the shader backend.

Alexandre Julliard julliard at winehq.org
Tue Mar 25 14:19:53 CDT 2008


Module: wine
Branch: master
Commit: 5ab5202e0f991cf94b2be5b197af864ff5188f65
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=5ab5202e0f991cf94b2be5b197af864ff5188f65

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Tue Mar 18 19:39:26 2008 +0100

wined3d: Set shader specific caps in the shader backend.

The whole control structures in directx.c get terribly confusing with
the various codepaths for texturing and different shader
implementations. It is also hard to reflect the shader model
decisions this way too. This patch moves the shader specific parts of
the caps code into the shader backend where we can set our caps
dependent of the shader model decisions and without complex caps flag
checks.

---

 dlls/wined3d/arb_program_shader.c |    5 +
 dlls/wined3d/baseshader.c         |  199 +++++++++++++++++++++++++++++++
 dlls/wined3d/directx.c            |  236 ++++++-------------------------------
 dlls/wined3d/glsl_shader.c        |    5 +
 dlls/wined3d/wined3d_private.h    |   26 ++++
 5 files changed, 269 insertions(+), 202 deletions(-)

Diff:   http://source.winehq.org/git/wine.git/?a=commitdiff;h=5ab5202e0f991cf94b2be5b197af864ff5188f65



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