[1/7] [wined3d] add ps_np2fixup_t struct to ps_compiled_shader

Stefan Dösinger stefandoesinger at gmx.at
Wed Apr 22 14:24:13 CDT 2009


Am Mittwoch, 22. April 2009 18:39:40 schrieb Henri Verbeet:

> > For ARB mode this is essential since something like the prog_link struct
> > from GLSL doesn't exist there.
>
> It's not terribly hard to introduce something like that. That could
> mean adding a handle table to the ARB backend, or expanding prgId to
> be a pointer, but that's ok.
Just add my 2c.

ARB doesn't need a prog_link structure because Vertex and Fragment programs 
are independent, so it would be bad to add some struct that defines a 
combination of vertex and pixel shader(and not needed for this patch's 
purpose).

What we'd end up with is a clone of ps_compiled_shader. Probably the best 
thing is to remove the GLuint prgId from ps_compiled_shader and replace it 
with a void *backend_priv_data to store per-shader data with backend specific 
contents.

</mode = pedantic>



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