[1/7] [wined3d] add ps_np2fixup_t struct to ps_compiled_shader

Stefan Dösinger stefandoesinger at gmx.at
Wed Apr 22 14:13:29 CDT 2009

Am Mittwoch, 22. April 2009 17:37:55 schrieb Tobias Jakobi:
> However the FX only supports these 256 constants and every other NV card
> above the FX doesn't need the fixup since ARB_texture_non_power_of_two
> is supported in hardware.
> This was my thought when limiting the index array to uchars. I know that
> you mentioned we could use the fixup code also for older cards, but in
> this case: even fewer constants.
> So it doesn't make much sense for me to allow indices greater than 255.
I don't think we want to make such an assumption when its just a matter of 
using a short or an int, especially when we don't have to count single 
bytes(ps_compiled_shader isn't performance or size critical).

E.g. one might run across a strange Intel, Matrox or SGI GL implementation, or 
somebody might disable some extensions for debugging purposes and fall back 
to texrect on dx10 cards. (It's kinda annoying when you hit a new bug when 
debugging something)

It is obviously a different story with things like adding extra complicated 
code for handling vertex texture fetch that will most likely never be used in 
real life.

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