[2/2] wined3d: For ps_2_0 and higher,
call shader_get_registers_used() in
hverbeet at gmail.com
Fri Jun 8 05:32:14 CDT 2007
On 08/06/07, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> Am Donnerstag, 7. Juni 2007 23:52 schrieb H. Verbeet:
> > For pre-2.0 pixel shaders the stateblock is used to determine the
> > sampler types, so we need to wait until CompileShader to do this. For
> > ps_2_0 and higher there is no such requirement.
> > Changelog:
> > - For ps_2_0 and higher, call shader_get_registers_used() in
> > IWineD3DPixelShaderImpl_SetFunction
> Are you going to compile >= 2.0 shaders in SetFunction? How would that work
> with other things that may need delayed compilation, like fog or (future)
> srgb write correction?
No, just filling the register maps. The actual generation of the GL
shader still happens in CompileShader. It's nothing really
spectacular, but it still saves us making a pass over the d3d shader
in CompileShader, which is typically called from inside draw calls.
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