--- Stefan Dösinger stefandoesinger@gmx.at wrote:
Hello,
It's almost ready for DirectX 8 but there quite a bit of work intergrating things with ddraw surfaces before DirectX 7 can be moved over.
I decided to give it a try without thinking for a long time, and I've made little progress: I've replaced the old OpenGL interface with a stub which is ready to take calls to WineD3D. I've noticed the following problems so far:
- Headers: WineD3D depends on the d3d8 or d3d9 headers. I've made the check
pass with d3d.h, but I had to copy a lot of definitions from d3d9types.h. The thing compiles without errors or warnings now, but there may be side effects I don't know for now.
Where there is a difference between d3d8 and d3d9 headers a new type is created WINED3DFOOBAR and put into include/wine/wined3dtypes.h, this should be easy enough to extend to d3d7.
- Surfaces... You mentioned it, I think I don't need to explain anything
here ;-)
- Not a problem, but a suggestion: Does it make sense to have DirectDraw using
WineD3D? Without direct access to the video memory it's slow, and DGA has permission problems. Using WineD3D here might make surfaces less trouble, and it could give better performance without needing rw access to /dev/mem.
That's defiantly a possibility but we'd still need to support people who don't have accelerated OpenGL graphics. I think getting the DIB engine merge would be more beneficial.
http://www.winehq.org/pipermail/wine-patches/2005-September/020829.html
I've seen it, but I've spent all my time hacking on D3D7->WineD3D
Stefan
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