[3/8] wined3d: Create a separate function for sampling a texture
hverbeet at gmail.com
Mon Nov 27 17:34:49 CST 2006
On 28/11/06, Ivan Gyurdiev <ivg231 at gmail.com> wrote:
> H. Verbeet wrote:
> That's because they're shaders v1 instructions, which are being phased
> out [ not applicable to glsl backend at all ].
But of course we still have to support them.
> 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.
I'm actually not too happy with the way add_param works. I think it
depends too much on the binary format for d3d shaders.
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