Semantics, shaders, and fixups
Ivan Gyurdiev
ivg231 at gmail.com
Mon Jul 3 07:42:18 CDT 2006
H. Verbeet wrote:
> On 03/07/06, Ivan Gyurdiev <ivg231 at gmail.com> wrote:
>> That's not particularly important.
> Well, it breaks color fixups :-)
...color fixups will go in their own function that does this differently
for 8 vs 9
BOOL vshader_input_is_color(
IWineD3DVertexShader* iface,
unsigned int regnum);
> Something that has texcoord semantics doesn't necessarily have to
> contain texture coordinates, but it should contain something that has
> the same semantics.
Now you're talking semantics, and have me totally confused :)
"semantics" is just a word for some kind of handling you apply.
In our case the handling will be a key relationship to the vshader input
table.
Color fixups will be handled differently in any case, and if we can have
a shared point for loading arrays then I think we should take advantage
of that. I really thing more reusability is needed - just because
something works slightly different does not mean it should be completely
rewritten - that's the approach that everyone seems to be taking.
Otherwise, how do you explain striking similarity between
drawStridedSlow, the (disabled) drawSoftwareVS thing, process_vertices
in device.c, fixups in vertexbuffer.... etc [ all of which have to be
changed now to deal with different strided data format ]
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