Commit 1eb6e5dd authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Update GLSL vertex pipe replacement TODO comment.

It turns out most of that has been implemented since the comment was originally written.
parent a064797e
...@@ -8111,19 +8111,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] = ...@@ -8111,19 +8111,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
}; };
/* TODO: /* TODO:
* - This currently depends on GL fixed function functions to set things * - Implement vertex tweening. */
* like light parameters. Ideally we'd use regular uniforms for that.
* - In part because of the previous point, much of this is modelled after
* GL fixed function, and has much of the same limitations. For example,
* D3D spot lights are slightly different from GL spot lights.
* - We can now implement drawing transformed vertices using the GLSL pipe,
* instead of using the immediate mode fallback.
* - Similarly, we don't need the fallback for certain combinations of
* material sources anymore.
* - Implement vertex tweening.
* - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
* attribute arrays in load_tex_coords().
* - Per-vertex point sizes. */
const struct wined3d_vertex_pipe_ops glsl_vertex_pipe = const struct wined3d_vertex_pipe_ops glsl_vertex_pipe =
{ {
glsl_vertex_pipe_vp_enable, glsl_vertex_pipe_vp_enable,
......
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