[5/5] WineD3D: Add sincos support to arb shaders
stefan at codeweavers.com
Thu Sep 27 01:10:37 CDT 2007
Am Donnerstag, 27. September 2007 02:57:01 schrieb Ivan Gyurdiev:
> Aren't most of these 2.0 and 3.0 instructions ?
> What's the goal of adding them to ARB - you won't be able to implement
> full 2.0/3.0 support in ARB.
We can implement 2.0(but not 2.a/b). Whenever it's easy to do, I'm adding
3.0-Specific behavior too. The reason is that GLSL is a bloody pain on MacOS,
with ARB I can bypass many abstraction layers that have a huge number of
software fallback pitfalls.
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