hverbeet at gmail.com
Mon Dec 8 06:57:56 CST 2008
2008/12/8 Stefan Dösinger <stefan at codeweavers.com>:
>> > I don't think that would work well. We would need some shader model
>> specific private data in each context(e.g. last vertexshader and last
>> vertexdeclaration) to allow the shader backend to find out what to do,
>> since the dirty state information won't suffice if the shader backend
>> doesn't know where it was called from.
>> Why not?
> How does e.g. ARB find out wether it has to reapply the pixelshader? Or how does GLSL find out if it has to apply a new GLSL program.
I would expect the relevant state to be dirty, but you say this
depends on where the function is called from?
>> I would argue that since shaders replace vertex and/or fragment
>> states, we shouldn't have to go through the state management for
>> replaced pipeline stages in the first place.
> And I argue that this should be the implementation's decision. (Read: The state manager and context.c should not treat some states specially)
Well, you can hardly argue that eg. vertex shader enable is a proper
vertex state to begin with.
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