Re: [WINED3D 1/8] Place number of textures/addresses and temps used inside the baseShader struct to prepare for merging of GenerateShader routine.

2006-05-06 Thread Jason Green
On 5/5/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote: Merging things between pixel and vertex shaders is the right idea, but we need to think about supporting multiple output targets as well - arbfp/arbvp vs glsl. Any shader_addline() being called is output target specific. Yes, you are correct,

Re: [WINED3D 1/8] Place number of textures/addresses and temps used inside the baseShader struct to prepare for merging of GenerateShader routine.

2006-05-05 Thread Ivan Gyurdiev
Jason Green wrote: The following 8 patches apply to Mike's tree and accomplish the following: - Create a new function in baseshader named generate_base_shader() which generates the bulk of the GL ARB shader string. - Renames the GenerateProgramArbHW() in both ps & vs to GenerateShader() and min