Stefan Dösinger stefan@codeweavers.com writes:
Note that the extension is disabled for now. This allows a bottom-up contruction of the GL_ATI_fragment_shader replacement pipeline in the code with separate patches, and activating it at the end when it is at the same feature level as the existing ARB_texture_env_combine code it can be enabled at once, thus avoiding additional troubles when running regression tests.
It may avoid trouble, but it also makes regression testing useless, since all problems with this code will point to the patch that enables it. It's not a good idea to add code without making use of it.
Am Dienstag, 18. März 2008 14:28:39 schrieb Alexandre Julliard:
It may avoid trouble, but it also makes regression testing useless, since all problems with this code will point to the patch that enables it. It's not a good idea to add code without making use of it.
Otherwise regression testing would be useless as well, because I can only move all D3DOPS over at the same time or none. I can't say I use the new code only if the app does this or that. By enabling the code as it is added, I cause additional problems during the span of patches where the new codepath is not yet as feature-rich as the old one.
So I only see two ways, the one I've chosen here, or sending one huge patch that does everything at once