Fascinating work - please continue it!
Please note that i am exited from Wine as a whole - without people doing the 'unsexy' jobs (eg: COM Work...), Wine would never be succesful. ;)
so long, Thorsten
Stefan Dösinger schrieb:
Hi!
With Wine 0.9.37 we've archieved something that I allow myself to call a small milestone - All Direct3D7 Immediate mode SDK demos successfully perform their intended rendering. I have some screenshots on my university junk server:
http://stud4.tuwien.ac.at/~e0526822/sdkdemos1.png http://stud4.tuwien.ac.at/~e0526822/sdkdemos2.png
Two major problems are left though, namely windowed opengl rendering(see the junk where a menu bar should be) and GetDC(there should be a little bit of text rendered, I disabled render target locking to get proper performance).
Some demos have a few smaller problems too. The bump earth and bump waves need vendor specific extensions(GL_NV_texture_shader2 / GL_ATI_envmap_bumpmap) and the bend demo needs GL_ARB_vertex_blend which nvidia does not support. So I took that screenshot on my mac running linux(ati radeon X1600. The mipmap demo renders the mipmaped texture garbled, although this works on nvidia cards. The Z buffer demo says w buffers aren't supported, but the normal z buffer does what the w buffer is supposed to do.
What does that mean for gamers? Nothing fancy really, the features used by games are implemented since a long time, the ones that used to miss(fixed function bump mapping, vertex blending) aren't really important for games. Other DirectDraw features like Overlays aren't implemented either, but we are Direct3D 7 feature complete.
Where to go from here? I am currently fixing the DirectDraw rewrite regressions I can get hold of, and I am trying to make D3D thread safe finally. From the application point of view my focus will stay on fixing older apps first, which somewhat includes getting thread safety, render target locking and GetDC working properly. My hope is also to fix the other related DX7 sdk demos, like the DDraw demos(except overlays, they are highly tricky with the current wined3d-x11drv integration) and getting native d3drm.dll working.
I also want to say thanks to all the small and big helpers who help with technical advise, debugging and regression testing. Special thanks goes to Henri without whom I'd be totally lost and who has to be credited for a huge majority of the shader work in the last half year, and a lot of other things too.
Thanks and continue the good work :-) Stefan
PS: As for the screenshots, my space on that server is limited, so they will be gone sooner or later. I didn't want to send huge screenshots as attachments, not even as jpgs.