Semantics, shaders, and fixups

H. Verbeet hverbeet at gmail.com
Mon Jul 3 06:51:17 CDT 2006


On 03/07/06, Ivan Gyurdiev <ivg231 at gmail.com> wrote:
> > Well, it is wrong.
> How is it wrong?
> In one case you have a semantic, and you use that to load up the correct
> register (query shader, shader gives you the index to load). In the
> other case you preinitialize the semantics with the declaration register
> numbers - it's all the same thing really. I know this works, because
> I've already written the code.
In the sense that you're making up a semantic based on the register
number, but not necessarily the correct one. But perhaps if you take
the data type into account when making up the semantic it might still
work.

> >  Keep in mind though
> > that the d3d8 path was added specifically to fix the problem you
> > described earlier :-).
> I remember a bunch of dead code that looked like it was trying to write
> to arrayUsageMap, but wasn't actually writing anything :)
Maybe you're talking about a different piece of code. What I was
talking about was
http://source.winehq.org/source/dlls/wined3d/drawprim.c#L404



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