Am 05.06.2012 13:08, schrieb Matteo Bruni:
2012/6/5 Stefan Dösinger<stefandoesin...@gmx.at>:
Am Montag, 4. Juni 2012, 17:58:24 schrieb Matteo Bruni:
+struct hlsl_type
+{
...
+    unsigned int dimx;
+    unsigned int dimy;
...
+};
One thing I noticed when I wrote my compiler was that a float1x1 is not the
same as a float1 or float. I did not implement this difference nor do I know
if any games depend on it.

(That's no reason to hold up this patch, just something to keep in mind for
further work)


Yeah, I noticed that too, but it doesn't seem to make much of a
difference in practice. Of course, if later on it shows that it
actually matters for something relevant, I'll change things
accordingly.



For the effect interface, it makes a difference. See http://source.winehq.org/git/wine.git/blob/90f93e3819dcaa0cea16bd297fa69a359fb6b517:/dlls/d3dx9_36/tests/effect.c#l320 and http://source.winehq.org/git/wine.git/blob/90f93e3819dcaa0cea16bd297fa69a359fb6b517:/dlls/d3dx9_36/tests/effect.c#l501 . The difference is the type D3DXPC_SCALAR vs D3DXPC_VECTOR vs D3DXPC_MATRIX_ROWS and of course some different handling, see http://source.winehq.org/git/wine.git/blob/90f93e3819dcaa0cea16bd297fa69a359fb6b517:/dlls/d3dx9_36/tests/effect.c#l1191 . A test may help to check how variables in shaders are handled.

Cheers
Rico


Reply via email to