On 08/06/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
Am Donnerstag, 7. Juni 2007 23:52 schrieb H. Verbeet:
> For pre-2.0 pixel shaders the stateblock is used to determine the
> sampler types, so we need to wait until CompileShader to do this. For
> ps_2_0 and higher there is no such requirement.
>
> Changelog:
>   - For ps_2_0 and higher, call shader_get_registers_used() in
> IWineD3DPixelShaderImpl_SetFunction
Are you going to compile >= 2.0 shaders in SetFunction? How would that work
with other things that may need delayed compilation, like fog or (future)
srgb write correction?

No, just filling the register maps. The actual generation of the GL
shader still happens in CompileShader. It's nothing really
spectacular, but it still saves us making a pass over the d3d shader
in CompileShader, which is typically called from inside draw calls.


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