On Thursday 04 May 2006 20:26, Jason Green wrote: > Quite a few of us in #winehackers have been discussing and working on > pixel and vertex shaders for the last month or so. However, due to > time zone differences, we don't always get to participate in the > discussions, so it's tough to keep track of who's doing what and what > the real game plan is. So, I've started a rough draft of our roadmap > for GLSL implementation here: > > http://wiki.winehq.org/DirectX-Shaders > > If you've been part of these shader discussions recently or even have > at least a vague understanding of how this stuff works in wined3d, > please take a look at that page and make any modifications as you see > fit. > > I plan on working on (and hopefully finishing) the GenerateShader() > merge mentioned on that page tonight or tomorrow. With luck, we can > begin implementing GLSL very soon and supporting the shaders correctly > on newer DirectX games.
I Jason, i fully agree :) Only one "technical thing", how you expect to determin if you need GLSL or if ARB_vertex/ARG_fragment is suffcient ? 1 - always use GLSL when available, else try ARB compat code ? 2 - try to use ARB when possible, else switch to GLSL ? 3 - choose the more performant (heuristic depency of opcodes performances) ? And why about specifics NV/ATI extensions for shaders ? Keep the good job, Raphael
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