Am 10.06.2009 um 15:20 schrieb Allan Tong:
- if(vshader)
- {
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
struct list *e = list_head(&priv->control_frames);
struct control_frame *control_frame = LIST_ENTRY(e, struct
control_frame, entry);
if(priv->loop_depth > 1) shader_addline(buffer, "PUSHA aL;
\n");
shader_addline(buffer, "ARLC aL, %s.xywz;\n", src_name);
shader_addline(buffer, "BRA loop_%u_end (LE.x);\n",
control_frame->loop_no);
shader_addline(buffer, "loop_%u_start:\n", control_frame-
loop_no);
- }
Nested loops still don't work here. You need NV_vertex_program3 in order to use PUSHA and POPA.
Well, I enable NV_vertex_program3 if available. I don't check for it because if the app uses nested loops and it is not supported, then there isn't anything I can do anyway, and we advertised the wrong shader version or something else went wrong. (e.g. we get a 3.0 shader, only support 2.0 and don't return an error, or we get a broken shader and don't check it properly)