[PATCH 1/2] wined3d: Handle texture types via ps/vs_compile_args

Stefan Dösinger stefan at codeweavers.com
Wed Apr 10 07:32:16 CDT 2013


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Am 2013-04-10 14:28, schrieb Henri Verbeet:> Why do you need the
sampler type for anything other than SM1 pixel
> shaders?
I'm not sure what you mean exactly. There are 3 problems related to
the sampler type:

*) RECT vs 2D samplers
*) Shader declares a 2D sampler but e.g. a cube texture is bound
*) SM 1 pixel shaders

> Also, while in principle I'm all for not accessing wined3d_state
> from the shader backend, I don't think there should be anything in
> the command stream patches that would prevent that.
Correct. But accessing the stateblock to access the state is a problem.

Furthermore, we may have to recompile the shader if the app switches
texture types, thus we want this in the compile args.

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