2008/12/8 Stefan Dösinger stefan@codeweavers.com:
- /* TODO: If we're called by shader_glsl_select, we know that both we get past both checks.
* is it cheaper to have a wrapper function check those? Inline some common code? Extra
* parameter?
if (!prog) { /* No GLSL program set - nothing to do. */ return;*/
- } else if(isStateDirty(context, STATE_PIXELSHADER) ||
isStateDirty(context, STATE_VDECL) ||
isStateDirty(context, STATE_PIXELSHADERCONSTANT) ||
isStateDirty(context, STATE_VERTEXSHADERCONSTANT)) {
/* Will be called again later */
return;
If you're going to introduce a dependency on state management in the shader backends anyway, you don't need to export constant loading functions from the shader backends at all. You might as well just call shader_select(), and let that figure out if it needs to change the shader or load any constants. That would also avoid this not-so-pretty code here.