[2/4] WineD3D: Set up the shaders when delaying fixed func applying

Stefan Dösinger stefan at codeweavers.com
Thu Dec 11 04:53:13 CST 2008


I skipped the original 2/5 patch because I found a last minute bug in it. It
should not affect the other patches though.

Just fyi, this is my roadmap for cleaning up the fog mess this patch is
related to:
1) Get rid of the GL_EXT_fog_coord-is-not-supported fallback and fake the GL
extension
2) Remove the different pixel shader fog start and end optimization(and
probably reintroduce it in a cleaner way once the state_fog function is
sane)
3) Separate the current fog state block into
fogenable+fogvertexmode+fogtablemode and fogstart-fogend
4) Move the separated fog states into the fragment pipeline(since GLSL and
ARBfp override fog)
5) Put the fog mode into the ps_compile_args structure to generate shaders
that can disable fog properly and support exponential fog
6) Find some way to deal with glFogi(GL_FOG_COORDINATE_SOURCE_EXT, ...).
That part still belongs into the vertex pipe I think.
7) the optimization removed in (2) is only needed for GLSL. We can easilly
reintroduce it once we have a full GLSL pipeline because then the fog start
and end stays independent of the pixel shader.

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