[2/4] [wined3d] add ps_np2fixup_info_t structure
Stefan Dösinger
stefandoesinger at gmx.at
Mon Jun 15 23:40:32 CDT 2009
Am Montag, 15. Juni 2009 20:23:05 schrieb Tobias Jakobi:
>+ * This structure is shared between the GLSL and the ARB backend.*/
> +typedef struct ps_np2fixup_info_s {
> + WORD idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real
constant */
> + WORD active; /* bitfield indicating if we can apply the
fixup */
> + WORD num_consts;
> +} ps_np2fixup_info_t;
Please don't use a typedef, just use "struct ps_np2_fixup_info" in the code.
We stopped using these typedefs a while ago and are removing them as we go.
Other than that, the backend specific compiled shader structs and per-shader
private data make it easier to use backend specific structures which use the
correct data types. I'm not sure if I remember correctly, but I think the
WORD was not entirely correct for ARB, it would rather use a GLuint there(and
GLSL is happy with a smaller unsigned char)
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