public BindAllMachineInstToFragmentShader ( ) : bool | ||
return | bool |
public bool BindAllMachineInstToFragmentShader()
{
bool passed;
// there are 4 machine instruction queues to pass to the ATI fragment shader
passed = BindMachineInstInPassToFragmentShader( phase1TEX_mi );
passed &= BindMachineInstInPassToFragmentShader( phase1ALU_mi );
passed &= BindMachineInstInPassToFragmentShader( phase2TEX_mi );
passed &= BindMachineInstInPassToFragmentShader( phase2ALU_mi );
return passed;
}
protected override void LoadFromSource() { var assembler = new PixelShader(); //bool testError = assembler.RunTests(); bool error = !assembler.Compile( Source ); if ( !error ) { Gl.glBindFragmentShaderATI( programId ); Gl.glBeginFragmentShaderATI(); // Compile and issue shader commands error = !assembler.BindAllMachineInstToFragmentShader(); Gl.glEndFragmentShaderATI(); } else { } }