[3/6] WineD3D: Handle SM 3.0 varyings in ARB
hverbeet at gmail.com
Wed Jun 17 14:00:37 CDT 2009
2009/6/17 Stefan Dösinger <stefan at codeweavers.com>:
> Am Wednesday 17 June 2009 20:51:43 schrieb Henri Verbeet:
>> 2009/6/17 Stefan Dösinger <stefan at codeweavers.com>:
>> > That would need a shader_create callback function for the shader backend.
>> > I can sure add it, but I think it would defeat the purpose.
>> Why does the lookup need to happen on shader creation? I think doing
>> it from shader_arb_select() would work just as well.
> I don't want to check the pixel shader each draw if it already has a input
> signature idx assigned when I can just take care of it at creation and be
> done with it. That also spends the time on the search when the game is
> showing the loading dialog vs when the game is actually running.
Compared to generating the actual shader, I'd say that's negligible.
You're also already checking if the pixel shader has an input
signature assigned in init_ps_input().
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