H. Verbeet wrote:
On 27/11/06, Ivan Gyurdiev <[EMAIL PROTECTED]> wrote:
H. Verbeet wrote:
> There are a couple of instructions that have to sample from a texture,
> right now most of them duplicate that code, and hardcode the texture
> type.
>
> Changelog:
>  - Create a separate function for sampling a texture
You should continue to use "add_param" or "get_register_name". There
should be a single point in the code where register names are
constructed, adding another one is a bad idea. This function is
specifically tasked with naming registers, and taking into account
things like relative addressing, so that when samplers support relative
addressing in the future, changing the naming scheme would be trivial.

Except that that's not going to work. Some instructions, like
texm3x3tex, only give you an index of the sampler to work with.
That's because they're shaders v1 instructions, which are being phased out [ not applicable to glsl backend at all ]. Old things should be layered on new infrastructure, so those should be handled by making a fake sampler. I think there's already code in baseshader that does that.



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