Here's an updated patch that fixes the compile issues
-----Original Message----- From: wine-patches-bounces@winehq.org [mailto:wine-patches- bounces@winehq.org] On Behalf Of Stefan Dösinger Sent: Thursday, December 11, 2008 11:53 AM To: wine-patches@winehq.org Subject: [2/4] WineD3D: Set up the shaders when delaying fixed func applying
I skipped the original 2/5 patch because I found a last minute bug in it. It should not affect the other patches though.
Just fyi, this is my roadmap for cleaning up the fog mess this patch is related to:
- Get rid of the GL_EXT_fog_coord-is-not-supported fallback and fake
the GL extension 2) Remove the different pixel shader fog start and end optimization(and probably reintroduce it in a cleaner way once the state_fog function is sane) 3) Separate the current fog state block into fogenable+fogvertexmode+fogtablemode and fogstart-fogend 4) Move the separated fog states into the fragment pipeline(since GLSL and ARBfp override fog) 5) Put the fog mode into the ps_compile_args structure to generate shaders that can disable fog properly and support exponential fog 6) Find some way to deal with glFogi(GL_FOG_COORDINATE_SOURCE_EXT, ...). That part still belongs into the vertex pipe I think. 7) the optimization removed in (2) is only needed for GLSL. We can easilly reintroduce it once we have a full GLSL pipeline because then the fog start and end stays independent of the pixel shader.