[3/6] WineD3D: Handle SM 3.0 varyings in ARB

Henri Verbeet hverbeet at gmail.com
Wed Jun 17 14:00:37 CDT 2009


2009/6/17 Stefan Dösinger <stefan at codeweavers.com>:
> Am Wednesday 17 June 2009 20:51:43 schrieb Henri Verbeet:
>> 2009/6/17 Stefan Dösinger <stefan at codeweavers.com>:
>> > That would need a shader_create callback function for the shader backend.
>> > I can sure add it, but I think it would defeat the purpose.
>>
>> Why does the lookup need to happen on shader creation? I think doing
>> it from shader_arb_select() would work just as well.
> I don't want to check the pixel shader each draw if it already has a input
> signature idx assigned when I can just take care of it at creation and be
> done with it. That also spends the time on the search when the game is
> showing the loading dialog vs when the game is actually running.
>
Compared to generating the actual shader, I'd say that's negligible.
You're also already checking if the pixel shader has an input
signature assigned in init_ps_input().



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