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