[1/7] [wined3d] move creation of NP2 fixup uniforms into separate loop (retry)

Tobias Jakobi liquid.acid at gmx.net
Fri Apr 24 11:23:35 CDT 2009

Stefan Dösinger wrote:
> Am Donnerstag, 23. April 2009 14:54:54 schrieb Tobias Jakobi:
>>> NAK
>> Suggestions? Explanations?
>> Like explained putting this into prog_link won't work. It doesn't make
>> sense in the first place.
>> Using a separate struct for GLSL and ARB isn't also making sense, since
>> the data stored in the struct is independant of GLSL and ARB.
> I think the ps_compiled_shader should look like this:
> struct ps_compiled_shader {
>     struct ps_compile_args      args;
>     void					 *backend_private_data;
> };
> That stores per-gl-shader backend private data, and then ARB and GLSL  can 
> declare their private structures(which will be similar but not exactly the 
> same, like GLuint prgId in ARB and GLHandle in GLSL).
> That's not really a fault in Tobias' patchset though. It is something I did 
> wrong when I introduced the ps_compiled_shader structure, and that brokeness 
> was something that already existed when both GLSL and ARB shared a GLuint 
> prgId; in the pixel shader impl structure. I can see if I can fix this over 
> the weekend(shouldn't be to hard or take too much time)
Hi Stefan,

I think Henri is generally against adding something to the
ps_compiled_shader structure - but I might be wrong there.

However I don't know how to implement the code without introducing new
data to ps_compiled_shader.


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