Re: wined3d: Mark vertex shader 3.0 as foggy shaders if they write out the fog coord

2007-04-12 Thread H. Verbeet
On 12/04/07, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: I'm not sure what needs to be done instead, since it all looks so broken... - I would say this type of analysis about shader usage needs to go into pass 1 (baseshader), since it is backend independent. It's kind of vertex-shader specific, but

Re: wined3d: Mark vertex shader 3.0 as foggy shaders if they write out the fog coord

2007-04-12 Thread Ivan Gyurdiev
Here is how this was meant to work at some point [ since I see all kinds of incorrect things being done ]: Entry point Code generation == Pixelshader Baseshader --- ARB backend Vertexshader ---

Re: wined3d: Mark vertex shader 3.0 as foggy shaders if they write out the fog coord

2007-04-12 Thread Ivan Gyurdiev
Fabian Bieler wrote: Vertex shaders are marked as 'foggy shaders' in wined3d if they write out the fog coord. Previously this was not done for vertex shaders 3.0. This patch corrects this problem. Please don't do that - the design is flawed enough as it is (GLSL being invoked from vertexshad