On 26 July 2011 22:28, Stefan Dösinger stefan@codeweavers.com wrote:
if (state < gl_info->limits.fragment_samplers)
if (state < gl_info->limits.combined_samplers)
This looks like it should be a separate change.
device->fixed_function_usage_map = 0xff;
This looks questionable, it will cause unused textures to be loaded.
On Tuesday 26 July 2011 23:13:53 Henri Verbeet wrote:
device->fixed_function_usage_map = 0xff;
This looks questionable, it will cause unused textures to be loaded.
I'll try to cover this with my draw overhead test, but I have to get rid of its use of a pixel shader first.
Performance concerns aside, I don't really like loading textures depending on the shader or ffp settings. Currently its not an issue because we preload all used textures every draw, but if we want to change that one day we'll have to keep track of the ffp and shader states to figure out which textures to preload. If we ignore the shader/ffp setup when deciding which textures to preload we keep the states independent.