2012/6/5 Rico Schüller kgbricola@web.de:
Am 05.06.2012 13:08, schrieb Matteo Bruni:
2012/6/5 Stefan Dösingerstefandoesinger@gmx.at:
Am Montag, 4. Juni 2012, 17:58:24 schrieb Matteo Bruni:
+struct hlsl_type +{ ...
- unsigned int dimx;
- unsigned int dimy;
... +};
One thing I noticed when I wrote my compiler was that a float1x1 is not the same as a float1 or float. I did not implement this difference nor do I know if any games depend on it.
(That's no reason to hold up this patch, just something to keep in mind for further work)
Yeah, I noticed that too, but it doesn't seem to make much of a difference in practice. Of course, if later on it shows that it actually matters for something relevant, I'll change things accordingly.
For the effect interface, it makes a difference. See http://source.winehq.org/git/wine.git/blob/90f93e3819dcaa0cea16bd297fa69a359... and http://source.winehq.org/git/wine.git/blob/90f93e3819dcaa0cea16bd297fa69a359... . The difference is the type D3DXPC_SCALAR vs D3DXPC_VECTOR vs D3DXPC_MATRIX_ROWS and of course some different handling, see http://source.winehq.org/git/wine.git/blob/90f93e3819dcaa0cea16bd297fa69a359... . A test may help to check how variables in shaders are handled.
Cheers Rico