wined3d: Move shader generation into the shader backend.
commita66fb40d834e8f9b2d1502300e13376722c95bbe
authorStefan Dösinger <stefan@codeweavers.com>
Tue, 18 Mar 2008 18:19:16 +0000 (18 19:19 +0100)
committerAlexandre Julliard <julliard@winehq.org>
Tue, 25 Mar 2008 18:35:58 +0000 (25 19:35 +0100)
treec77fb6e4ae8bce9c345b5c063018058a830ff9ae
parent84258723f9ffac0d78c9febe63d7b0ed31efc407
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.
dlls/wined3d/arb_program_shader.c
dlls/wined3d/baseshader.c
dlls/wined3d/glsl_shader.c
dlls/wined3d/pixelshader.c
dlls/wined3d/vertexshader.c
dlls/wined3d/wined3d_private.h