stefan at codeweavers.com
Mon Dec 8 06:45:59 CST 2008
> > I don't think that would work well. We would need some shader model
> specific private data in each context(e.g. last vertexshader and last
> vertexdeclaration) to allow the shader backend to find out what to do,
> since the dirty state information won't suffice if the shader backend
> doesn't know where it was called from.
> Why not?
How does e.g. ARB find out wether it has to reapply the pixelshader? Or how does GLSL find out if it has to apply a new GLSL program.
> I would argue that since shaders replace vertex and/or fragment
> states, we shouldn't have to go through the state management for
> replaced pipeline stages in the first place.
And I argue that this should be the implementation's decision. (Read: The state manager and context.c should not treat some states specially)
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