Paul Vriens wrote:
Hi,
don't know anything about wined3d, but the code in IWineD3DVertexShaderImpl_ExecuteSW could make use of 6 parameters. The definitions should cover this.
I don't think so... the case for 6 parameters should be removed. I can't find 6-parameter instructions in the ins table. [otherwise this would have to be fixed in a lot of other places as well].
==== I find the multi-argument calls rather ugly, though I understand they might be necessary for speed. However, I am currently trying to get relative addressing tokens in shaders 2.0+ properly accounted for. We can have up to... 5 extra tokens per instruction for relative addressing. So, either all those multi-arg calls need to switch to unpacking structures, or the number of arguments should be increased up to 10. I think I'll ignore software shaders for now though - not sure how to test them.
Ivan Gyurdiev wrote:
Paul Vriens wrote:
Hi,
don't know anything about wined3d, but the code in IWineD3DVertexShaderImpl_ExecuteSW could make use of 6 parameters. The definitions should cover this.
I don't think so... the case for 6 parameters should be removed. I can't find 6-parameter instructions in the ins table. [otherwise this would have to be fixed in a lot of other places as well].
Although I would agree that it needs to be increased to 5 at the moment (DEF takes 5 parameters, and DEFI would take 5 parameters if it wasn't wrong in the table). Does anyone know what the status of software shaders is at the moment - how well do they work? What's a good testing app?
==== I find the multi-argument calls rather ugly, though I understand they might be necessary for speed. However, I am currently trying to get relative addressing tokens in shaders 2.0+ properly accounted for. We can have up to... 5 extra tokens per instruction for relative addressing. So, either all those multi-arg calls need to switch to unpacking structures, or the number of arguments should be increased up to 10. I think I'll ignore software shaders for now though - not sure how to test them.
On Tue, 2006-05-16 at 08:07 -0400, Ivan Gyurdiev wrote:
Paul Vriens wrote:
Hi,
don't know anything about wined3d, but the code in IWineD3DVertexShaderImpl_ExecuteSW could make use of 6 parameters. The definitions should cover this.
I don't think so... the case for 6 parameters should be removed. I can't find 6-parameter instructions in the ins table. [otherwise this would have to be fixed in a lot of other places as well].
==== I find the multi-argument calls rather ugly, though I understand they might be necessary for speed. However, I am currently trying to get relative addressing tokens in shaders 2.0+ properly accounted for. We can have up to... 5 extra tokens per instruction for relative addressing. So, either all those multi-arg calls need to switch to unpacking structures, or the number of arguments should be increased up to 10. I think I'll ignore software shaders for now though - not sure how to test them.
Hi,
as said. I don't know anything about wined3d, but just wanted to make Coverity happy :-).
The code could have potentially lead to problems.
Cheers,
Paul.