H. Verbeet wrote:
On 09/04/06, Ivan Gyurdiev ivg2@cornell.edu wrote:
- The following pixel shader opcodes appear to be implemented with
fragment_ARB, yet they are marked REQUIRE_GLSL. This generates errors, and they are skipped. Is this intentional?
D3DSIO_TEX (texld), D3DSIO_CND, D3DSIO_CMP.
I'm not sure why they were disabled in the first place, but they can probably be used, yes. However, before doing that it should be verified the opcodes are equivalent.
They're not equivalent - they're implemented [ in wined3d ] as combinations of other opcodes (and the cmp one is wrong). However, this appears to be dead code at the moment - see after the GLSL check.
I want to figure out why HL2 doesn't work - enabling the codes above does not seem to help (but looking at the generated shader output, it makes make more sense). HL2 has severe texturing, lighting, and sound problems with hardware shaders (and it's slow and unusable with the software ones).
There are currently several things broken with shaders, but I doubt they are the cause for sound problems.
What's broken with shaders? Are there known problems, or bugs that haven't been found yet?