Stefan Dösinger wrote:
Am Sonntag 27 August 2006 04:29 schrieb Ivan Gyurdiev:
Stefan Dösinger wrote:
Pre 2.0 pixel shaders do not contain a tag for the texture type to sample
from. Wine had 2D textures hardcoded, this patch checks the bound texture
type to decide from which texture to s
On 27/08/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
and it should be done for vertex shaders too(can the declaration change?)
Yes, although it is somewhat unlikely.
Am Sonntag 27 August 2006 04:31 schrieb Ivan Gyurdiev:
> > Also, maybe the stateblock should be passed as an argument to all
> > functions that use its states. I don't like walking up the tree to
> > find what you need (this->wineD3Ddevice) - it's a hidden dependency on
> > device state, which isn'
Am Sonntag 27 August 2006 04:29 schrieb Ivan Gyurdiev:
> Stefan Dösinger wrote:
> > Pre 2.0 pixel shaders do not contain a tag for the texture type to sample
> > from. Wine had 2D textures hardcoded, this patch checks the bound texture
> > type to decide from which texture to sample from. For >= 2.
Also, maybe the stateblock should be passed as an argument to all
functions that use its states. I don't like walking up the tree to
find what you need (this->wineD3Ddevice) - it's a hidden dependency on
device state, which isn't even all the time - that's why you had to
move the point wher
Stefan Dösinger wrote:
Pre 2.0 pixel shaders do not contain a tag for the texture type to sample
from. Wine had 2D textures hardcoded, this patch checks the bound texture
type to decide from which texture to sample from. For >= 2.0 shaders the
shader tag is still used.
Why can't this be don