On 10 April 2013 13:39, Stefan Dösinger stefan@codeweavers.com wrote:
This patch only changes the way the texture types are fed into the shader generation code. Generating the proper shader code (hardcoded values instead of relying on the dummy textures) is a task I've left for Matteo, who worked on this problem before.
This patch originates from my work-in-progress command stream work. It is one of the few that I think makes sense on its own.
Why do you need the sampler type for anything other than SM1 pixel shaders? Also, while in principle I'm all for not accessing wined3d_state from the shader backend, I don't think there should be anything in the command stream patches that would prevent that.