Stefan Dösinger wrote:
>> I think Henri is generally against adding something to the
>> ps_compiled_shader structure - but I might be wrong there.
>>
>> However I don't know how to implement the code without introducing new
>> data to ps_compiled_shader.
> No, he doesn't like having this info visib
> I think Henri is generally against adding something to the
> ps_compiled_shader structure - but I might be wrong there.
>
> However I don't know how to implement the code without introducing new
> data to ps_compiled_shader.
No, he doesn't like having this info visible outside the backend. You ca
Stefan Dösinger wrote:
> Am Donnerstag, 23. April 2009 14:54:54 schrieb Tobias Jakobi:
>>> NAK
>> Suggestions? Explanations?
>>
>> Like explained putting this into prog_link won't work. It doesn't make
>> sense in the first place.
>> Using a separate struct for GLSL and ARB isn't also making sense,
Am Donnerstag, 23. April 2009 14:54:54 schrieb Tobias Jakobi:
> > NAK
>
> Suggestions? Explanations?
>
> Like explained putting this into prog_link won't work. It doesn't make
> sense in the first place.
> Using a separate struct for GLSL and ARB isn't also making sense, since
> the data stored in
> NAK
Suggestions? Explanations?
Like explained putting this into prog_link won't work. It doesn't make
sense in the first place.
Using a separate struct for GLSL and ARB isn't also making sense, since
the data stored in the struct is independant of GLSL and ARB.
2009/4/23 Tobias Jakobi :
> ps_np2fixup_t is still stored in ps_compiled_shader and I have no intention
> to change this, since the ARB code is going to use the exact same structure.
NAK