[2/2] wined3d: Remove usesFog flag from IWineD3DVertexShaderImpl
Ivan Gyurdiev
ivg231 at gmail.com
Thu Apr 12 19:19:36 CDT 2007
Stefan Dösinger wrote:
> Honestly I do not really agree with getter methods like this inside WineD3D.
> Yes, they do hide the implementation details, namely how the flag is stored.
> Yes, they do encapsulate data, like the Object Oriented Programming model
> says. But honestly, how much use is it to do a function call just to read a
> value inside wined3d?
>
Well, your use of a redundant top-level flag does kind of remove the
need for a getter - I only brought it up, since I've moved the reg_maps
structure around one too many times, and that's where the first flag is
stored.
> I don't argue that we should make wined3d internals visible to outside
> wined3d. But inside wined3d, my personal preference is to just access the
> implementation structure directly.
The more complex and interconnected the codebase, the more it makes
sense to encapsulate things. I think abstraction also benefits the less
experienced developer. You make a good point that this level of detail
should be internal to the shader to begin with, regardless of how it's
accessed.
> How much abstraction does such a function
> give us at the cost of performance?
You can always make the function inline (although that's also rather ugly).
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