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, since >> the data stored in the struct is independant of GLSL and ARB. > I think the ps_compiled_shader should look like this: > > struct ps_compiled_shader { > struct ps_compile_args args; > void *backend_private_data; > }; > > That stores per-gl-shader backend private data, and then ARB and GLSL can > declare their private structures(which will be similar but not exactly the > same, like GLuint prgId in ARB and GLHandle in GLSL). > > That's not really a fault in Tobias' patchset though. It is something I did > wrong when I introduced the ps_compiled_shader structure, and that brokeness > was something that already existed when both GLSL and ARB shared a GLuint > prgId; in the pixel shader impl structure. I can see if I can fix this over > the weekend(shouldn't be to hard or take too much time) > Hi Stefan,
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. Greets, Tobias