wined3d: Mark vertex shader 3.0 as foggy shaders if they write
out the fog coord
Ivan Gyurdiev
ivg231 at gmail.com
Thu Apr 12 11:57:29 CDT 2007
Here is how this was meant to work at some point [ since I see all kinds
of incorrect things being done ]:
Entry point Code generation
==============================
Pixelshader -------- Baseshader ------- ARB backend
Vertexshader ------- ------- GLSL backend
Code should be moving towards the center from both directions.
Vertex and pixelshader: Should contain minimum amount of things
Baseshader: Should contain anything backend [ and frontend ]
independent. I think it's acceptable to put some things that are
frontend-dependent in baseshader, as long as they can be written in a
generic way, without tons of (if (pshader) do_x else if (vshader) do_y
statements).
Pass 0: Tracing: 100% done in baseshader.
Pass 1: Register tracking: 100% done in baseshader.
Pass 2: Backend independent gen code: In baseshader
[ this includes the opcode loop, and all "parsing" of the shader asm ]
Pass 2: Backend dependent gen code: In ARB or GLSL files
[ ideally should work with pre-processed shader asm, and broken
out tokens
- a sort of an intermediate representation if you prefer ]
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