Re: wined3d: Allow vertex shaders to generate GLSL shaders [Take Two]

2006-05-18 Thread H. Verbeet
On 18/05/06, Jason Green <[EMAIL PROTECTED]> wrote: On 5/18/06, H. Verbeet <[EMAIL PROTECTED]> wrote: > On 18/05/06, Jason Green <[EMAIL PROTECTED]> wrote: > +/* We will check for errors later when we try to use the program */ > Lets not do that. Assuming you're talking about inside > dra

Re: wined3d: Allow vertex shaders to generate GLSL shaders [Take Two]

2006-05-18 Thread Jason Green
On 5/18/06, H. Verbeet <[EMAIL PROTECTED]> wrote: On 18/05/06, Jason Green <[EMAIL PROTECTED]> wrote: +/* We will check for errors later when we try to use the program */ Lets not do that. Assuming you're talking about inside drawPrimitiveDrawStrided, that's going to kill performance. Wha

Re: wined3d: Allow vertex shaders to generate GLSL shaders [Take Two]

2006-05-18 Thread Ivan Gyurdiev
Jason Green wrote: This is a resend of the earlier patch, with one addition: - previously, the line to alias the program.env[] to C[] was done in the vertex shaders since that was the only function that needed them (and it needs to be done to support relative addressing). However, with PS 2.0+,

Re: wined3d: Allow vertex shaders to generate GLSL shaders [Take Two]

2006-05-18 Thread H. Verbeet
On 18/05/06, Jason Green <[EMAIL PROTECTED]> wrote: +/* We will check for errors later when we try to use the program */ Lets not do that. Assuming you're talking about inside drawPrimitiveDrawStrided, that's going to kill performance. What is the problem with checking for errors right aft

Re: wined3d: Allow vertex shaders to generate GLSL shaders

2006-05-17 Thread Jason Green
On 5/18/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: > +/* Create the uniforms (aka constants) */ > +shader_addline(&buffer, "uniform vec4 C[%u];\n", This->baseShader.limits.constant_float); > +/* TODO - Add varyings, attributes, etc. */ > + Shouldn't this go into the "g

Re: wined3d: Allow vertex shaders to generate GLSL shaders

2006-05-17 Thread Ivan Gyurdiev
+/* Create the uniforms (aka constants) */ +shader_addline(&buffer, "uniform vec4 C[%u];\n", This->baseShader.limits.constant_float); +/* TODO - Add varyings, attributes, etc. */ + Shouldn't this go into the "generate_glsl_declarations" thing into baseshader? Things pr