[3/8] wined3d: Create a separate function for sampling a texture

Ivan Gyurdiev ivg231 at gmail.com
Mon Nov 27 17:20:04 CST 2006


H. Verbeet wrote:
> On 27/11/06, Ivan Gyurdiev <ivg231 at gmail.com> wrote:
>> H. Verbeet wrote:
>> > There are a couple of instructions that have to sample from a texture,
>> > right now most of them duplicate that code, and hardcode the texture
>> > type.
>> >
>> > Changelog:
>> >  - Create a separate function for sampling a texture
>> You should continue to use "add_param" or "get_register_name". There
>> should be a single point in the code where register names are
>> constructed, adding another one is a bad idea. This function is
>> specifically tasked with naming registers, and taking into account
>> things like relative addressing, so that when samplers support relative
>> addressing in the future, changing the naming scheme would be trivial.
>>
> Except that that's not going to work. Some instructions, like
> texm3x3tex, only give you an index of the sampler to work with.
That's because they're shaders v1 instructions, which are being phased 
out [ not applicable to glsl backend at all ]. Old things should be 
layered on new infrastructure, so those should be handled by making a 
fake sampler. I think there's already code in baseshader that does that.




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