On 3 February 2010 19:06, Stefan Dösinger <[email protected]> wrote:
>
> Am 03.02.2010 um 18:17 schrieb Henri Verbeet:
>
>> On the subject of actually supporting software devices, we should probably
>> implement those by creating a software or reference adapter with appropriate
>> gl_info and pipe implementations and creating a device based on that.
> Wouldn't that conflict with how adapters work in the d3d8/9 API? There an 
> adapter identifies the display hardware, not necessarily the rendering device.
>
A little, but the adapter as such is never exposed in those APIs, just
its index. For cases where it matters (e.g. CheckDeviceFormat()) you
also get a device type parameter.

> Or, to phrase it in API terms:
>
>> static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT 
>> adapter_idx,
>>         WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown 
>> *parent,
>>         IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
> You'd want to remove device_type from here as well if we merge it into the 
> adapter(and then deal with splitting up wined3d adapters into d3d8/9 adapters 
> and device types in the client libs)
>
Exposing real wined3d adapters to the client libraries may not be a
bad idea, but it's not required here. You could use adapter_idx and
device_type together to pick an appropriate adapter to create the
device with.


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