commit | a66fb40d834e8f9b2d1502300e13376722c95bbe | [log] [tgz] |
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author | Stefan Dösinger <stefan@codeweavers.com> | Tue Mar 18 19:19:16 2008 +0100 |
committer | Alexandre Julliard <julliard@winehq.org> | Tue Mar 25 19:35:58 2008 +0100 |
tree | c77fb6e4ae8bce9c345b5c063018058a830ff9ae | |
parent | 84258723f9ffac0d78c9febe63d7b0ed31efc407 [diff] |
wined3d: Move shader generation into the shader backend. Generating the shader ID and parts of the shader prolog and epilog was done by the common vertexshader.c / pixelshader.c, which is ugly. This patch doesn't get rid of all the uglyness, somewhen we'll still have to sort out the relationship of [arb|glsl]_generate_shader and [arb|glsl]_generate_declarations.