Am Mittwoch, 22. April 2009 18:39:40 schrieb Henri Verbeet:
For ARB mode this is essential since something like the prog_link struct from GLSL doesn't exist there.
It's not terribly hard to introduce something like that. That could mean adding a handle table to the ARB backend, or expanding prgId to be a pointer, but that's ok.
Just add my 2c.
ARB doesn't need a prog_link structure because Vertex and Fragment programs are independent, so it would be bad to add some struct that defines a combination of vertex and pixel shader(and not needed for this patch's purpose).
What we'd end up with is a clone of ps_compiled_shader. Probably the best thing is to remove the GLuint prgId from ps_compiled_shader and replace it with a void *backend_priv_data to store per-shader data with backend specific contents.
</mode = pedantic>