wined3d: Map D3DSIO_DEF to it's GLSL generating function for vertex
shaders
Jason Green
jave27 at gmail.com
Fri Jun 9 11:50:34 CDT 2006
This was left out of the previous patchset, but the function was
already implemented.
With this patch, the following demo works using GLSL:
http://www.codesampler.com/dx9src/dx9src_9.htm#dx9_cg_anisotropic_lighting
You need NVidia's Cg Toolkit installed to use it, though.
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diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 6215aa4..a339f9c 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -542,7 +542,7 @@ CONST SHADER_OPCODE IWineD3DVertexShader
{D3DSIO_DCL, "dcl", NULL, 2, vshader_dcl, vshader_hw_dcl, NULL, 0, 0},
/* Constant definitions */
- {D3DSIO_DEF, "def", NULL, 5, vshader_def, shader_hw_def, NULL, 0, 0},
+ {D3DSIO_DEF, "def", NULL, 5, vshader_def, shader_hw_def, shader_glsl_def, 0, 0},
{D3DSIO_DEFB, "defb", GLNAME_REQUIRE_GLSL, 2, vshader_defb, NULL, NULL, 0, 0},
{D3DSIO_DEFI, "defi", GLNAME_REQUIRE_GLSL, 5, vshader_defi, NULL, NULL, 0, 0},
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