Am Mittwoch, 19. März 2008 07:46:07 schrieb Ivan Gyurdiev:
The way this patchset is heading is: "A (gl shader backend), which implements both d3d shader and ffp pipeline, depending on the circumstances, through a mixed api"
Yes, that's the only way that will work. The shader backend mutually talks to opengl, we have to design it around the requirements of the opengl (extension) APIs. Trying to stick the shader backend's design to d3d will not work properly
All in all we can only have a ffp replacement shader OR a d3d shader active. Some instance has to sort out what is active, and given that in GLSL we'll need to link vertex+fragment+geometry shaders the shader backend is the best place to find that out IMHO