Re: [5/5] WineD3D: Implement an ARB_fragmen_program fixed function pipeline
2008/7/27 Stefan Dösinger <stefan(a)codeweavers.com>:
Unfortunately, even despite the preparations in the last patches, this patch is still kinda huge because I have to replace all the fragment processing at once.
This enables the replacement pretty much unconditionally... do we want that? It also might make sense to give this its own file.
This enables the replacement pretty much unconditionally... do we want that? I'd say so, unless we have evidence that it's a bad idea to do enable it somewhere, and the drawback isn't fixable.
It also might make sense to give this its own file. It shares some code with the shader implementation(color correction, private storage). Of course that doesn't make a separate file impossible. I think we have quite a lot files in dlls/wined3d already, and the arb_program code isn't that huge with 3000 lines, we have a few files already. I don't like giving it its own file.
2008/7/28 Stefan Dösinger <stefan(a)codeweavers.com>:
This enables the replacement pretty much unconditionally... do we want that? I'd say so, unless we have evidence that it's a bad idea to do enable it somewhere, and the drawback isn't fixable.
I don't mind having it on by default, but I think it would be useful for testing purposes to be able to disable it.
It also might make sense to give this its own file. It shares some code with the shader implementation(color correction, private storage). Of course that doesn't make a separate file impossible. I think we have quite a lot files in dlls/wined3d already, and the arb_program code isn't that huge with 3000 lines, we have a few files already. I don't like giving it its own file.
Fair enough.
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H. Verbeet -
Stefan Dösinger