2009/12/29 Henri Verbeet <hverb...@gmail.com>: > 2009/12/28 Matteo Bruni <matteo.myst...@gmail.com>: >> > Why do you need the fake parser? Can't you just not support those > shader versions yet? There's also (in general) not much of a point in > adding structure fields that aren't used yet. >
I added the fake parser for two reasons: because I have to initialize an asm_parser structure anyway in the create_xxxx_parser functions (and I prefer to use parser_fake for the unimplemented shader versions instead of parser_vs_3) and I want to avoid having some tests for the other shader versions pass "by chance" inside the todo_wine (this is accomplished by the asmparser_end_fake function... probably this can be seen as a hack). Agreed on the structure fields. >> +/* This file needs the original d3d9 definitions. The bwriter ones >> + * aren't useable because they are wine-internal things. We're writing >> + * d3d8/9 shaders here, so we need the d3d9 definitions (which are >> + * equal to the d3d8 ones) >> + */ > This doesn't seem to match what the code actually does. That #include is only used from the next patch. I'll move the include and the comment in the right place (maybe rephrasing it somewhat). > >> +/* Debug utility routines. Some are not reentrant, check asmutils.c */ > Same as above. Yep, that's not true anymore, courtesy of wine_dbg_sprintf. > As for splitting things up, I think it's ok to e.g. add the > pre-processor first, and just return E_NOTIMPL from assemble_shader(). > You mean a patch which adds only the first half of the D3DXAssembleShader implementation (returning just after the preprocessing)? That seems reasonable. Btw, ok for your other points also.