Re: wined3d: GLSL Patch feedback requested

2006-06-13 Thread H. Verbeet
On 13/06/06, Raphael [EMAIL PROTECTED] wrote: I only have one question: i see you have a cache to reuse prgid in set_glsl_shader_program but what happens if user/app change the shaders content (for example using SetFunction) ? your pre-compiled program will be correct ? (because i don't see

Re: wined3d: GLSL Patch feedback requested

2006-06-13 Thread Jason Green
On 6/13/06, H. Verbeet [EMAIL PROTECTED] wrote: On 13/06/06, Raphael [EMAIL PROTECTED] wrote: I only have one question: i see you have a cache to reuse prgid in set_glsl_shader_program but what happens if user/app change the shaders content (for example using SetFunction) ? your

Re: wined3d: GLSL Patch feedback requested

2006-06-13 Thread H. Verbeet
On 13/06/06, Jason Green [EMAIL PROTECTED] wrote: From what I can tell (for DX9 at least), the app shouldn't be able to use SetFunction(). You're right.

Re: wined3d: GLSL Patch feedback requested

2006-06-12 Thread Raphael
On Thursday 08 June 2006 17:35, Jason Green wrote: The current cumulative patch is located here: http://cmhousing.net/wine/glsl_cumul.diff I hate you, reviewing all this patch made me crazy. Anyway is an impressive work I only have one question: i see you have a cache to reuse prgid in

wined3d: GLSL Patch feedback requested

2006-06-08 Thread Jason Green
The current cumulative patch is located here: http://cmhousing.net/wine/glsl_cumul.diff (This includes the recently submitted Split constant loading out of drawPrim() patch, which hasn't been applied to git yet) Before submitting, I plan to fix the following things: - Fix relative addressing

Re: wined3d: GLSL Patch feedback requested

2006-06-08 Thread Jason Green
By the way, here's a comparison screenshot of Civ4 from before my hard drive failed, and this is without having texturing on pixel shaders entirely working. Using GLSL (working completely for vertex shaders 2.0, at least the instructions that Civilization 4 used):

Re: wined3d: GLSL Patch feedback requested

2006-06-08 Thread Nick Burns
That looks very impressive (good progress). I would have to look at the actual GLSL produced by this. The actual translation points look good. From: Jason Green [EMAIL PROTECTED] Date: Thu, 8 Jun 2006 11:54:04 -0400 By the way, here's a comparison screenshot of Civ4 from before my hard drive

Re: wined3d: GLSL Patch feedback requested

2006-06-08 Thread Ivan Gyurdiev
+ * If a program for the given combination does not exist, create one, and store + * that data in both shader objects so we can delete all of the programs later. + * If it creates a program, it will link the given objects, too. Is this comment still relevant? - Fix relative addressing (it was