[1/7] [wined3d] move creation of NP2 fixup uniforms into separate loop (retry)
Tobias Jakobi
liquid.acid at gmx.net
Fri Apr 24 11:23:35 CDT 2009
Stefan Dösinger wrote:
> Am Donnerstag, 23. April 2009 14:54:54 schrieb Tobias Jakobi:
>>> NAK
>> Suggestions? Explanations?
>>
>> Like explained putting this into prog_link won't work. It doesn't make
>> sense in the first place.
>> Using a separate struct for GLSL and ARB isn't also making sense, since
>> the data stored in the struct is independant of GLSL and ARB.
> I think the ps_compiled_shader should look like this:
>
> struct ps_compiled_shader {
> struct ps_compile_args args;
> void *backend_private_data;
> };
>
> That stores per-gl-shader backend private data, and then ARB and GLSL can
> declare their private structures(which will be similar but not exactly the
> same, like GLuint prgId in ARB and GLHandle in GLSL).
>
> That's not really a fault in Tobias' patchset though. It is something I did
> wrong when I introduced the ps_compiled_shader structure, and that brokeness
> was something that already existed when both GLSL and ARB shared a GLuint
> prgId; in the pixel shader impl structure. I can see if I can fix this over
> the weekend(shouldn't be to hard or take too much time)
>
Hi Stefan,
I think Henri is generally against adding something to the
ps_compiled_shader structure - but I might be wrong there.
However I don't know how to implement the code without introducing new
data to ps_compiled_shader.
Greets,
Tobias
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