Vladimir Dergachev wrote:
* BIG TODO: write pixel and vertex shader generator code. This code would need to create vertex and pixel shaders based on the current state of GL context.
It might be collection of general shaders for different configuration (Gourad versus flat versus multitexturing, etc) or it could be a compiler that joins together pieces of code.
What the driver does now is choose between two sets of shaders: flat color if no textures are used and simple single texture shader without alpha blending if textures are used.
The best bet would be to write some general purpose code to convert fixed-function code to a vertex / fragment program. I know at one point 3dlabs was working on code to generate GLSL code from fixed-function state, but I don't know what ever happened to that (or if they intended to release the source). Since at least the r300 and i915 driver (and pretty much all future drivers!) would make use of this, making it fully general is the most forward-looking approach.
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