2009/6/27 Stefan Dösinger stefan@codeweavers.com:
|| ins.handler_idx == WINED3DSIH_PHASE
|| ins.handler_idx == WINED3DSIH_RET)
|| ins.handler_idx == WINED3DSIH_PHASE)
Did you test this change with GLSL?
Am Saturday 27 June 2009 22:19:27 schrieb Henri Verbeet:
2009/6/27 Stefan Dösinger stefan@codeweavers.com:
|| ins.handler_idx == WINED3DSIH_PHASE
|| ins.handler_idx == WINED3DSIH_RET)
|| ins.handler_idx == WINED3DSIH_PHASE)
Did you test this change with GLSL?
I did run some apps with GLSL, yes. I haven't seen any side effects, and I do not expect any because GLSL doesn't implement a RET handler
2009/6/27 Stefan Dösinger stefan@codeweavers.com:
Am Saturday 27 June 2009 22:19:27 schrieb Henri Verbeet:
2009/6/27 Stefan Dösinger stefan@codeweavers.com:
- || ins.handler_idx == WINED3DSIH_PHASE
- || ins.handler_idx == WINED3DSIH_RET)
- || ins.handler_idx == WINED3DSIH_PHASE)
Did you test this change with GLSL?
I did run some apps with GLSL, yes. I haven't seen any side effects, and I do not expect any because GLSL doesn't implement a RET handler
Yes, that's the problem. It will print a FIXME "Backend can't handle opcode ..." after this patch.