[PATCH 3/5] wined3d: Remove ffp_proj_control flag from the GLSL shader backend.

Matteo Bruni matteo.mystral at gmail.com
Fri Jun 19 14:11:20 CDT 2015

2015-06-19 11:06 GMT+02:00 Henri Verbeet <hverbeet at gmail.com>:
> On 19 June 2015 at 00:07, Matteo Bruni <mbruni at codeweavers.com> wrote:
>> Using the GLSL shader backend implies GLSL vp and fp replacements,
> An argument could perhaps be made that it should, but currently that's
> not true. You can still use the the GLSL shader backend with e.g.
> fixed function fragment processing with some level of success. The
> only reason it doesn't happen much in practice is the way
> select_vertex_implementation() and select_fragment_implementation()
> are implemented, but that's external to the shader backend.

That's true. It's likely I need to enforce it at some point though, at
least for core profile. Actually using non-GLSL vp with the GLSL
shader backend is already broken by some of my latest changes in
set_glsl_shader_program(). I can fix that part but I'm not sure there
aren't other blockers after it.
I guess I'll look into adding some mechanism to the shader backends
for accepting or rejecting vp and fp implementations, or something
along those lines.

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