-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Am 2014-10-06 08:13, schrieb Henri Verbeet:
There's no reason the D3D command stream work couldn't have been done against upstream Wine, and in fact that's exactly what I did before handing it over to Stefan. (For reference, one of the first commits for that is 1ef4f075c160a826a57e8cf5613a3211005c8eb9.) I don't think so, mostly because it's next to impossible to upstream something that has a reasonable probability to need reworking later on. E.g. I went through a number of iterations of ways to handle resource updates until I found one that actually works with real-world OpenGL implementations, and I know even the current way is flawed, even though it works in practice. Yet I believe writing the current code was essential to find out what the actual driver limitations are and which requirements/bugs games have.
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