On 31/03/2008, Stefan Dösinger stefandoesinger@gmx.at wrote:
With WineD3D working on the same language, we have to share the language definition between the shader library and WineD3D, or put the shader compiler into WineD3D as well. I do not like the 2nd way, as it puts things together that don't have to be in one lib, and wastes runtime memory. A 3rd way I have to consider was a SlReadShader() function with callbacks which takes over the current role of shader_generate_main() in WineD3D. I am not quite convinced by this either.
Looks reasonable enough in general. I guess it would make sense to create some kind of "shader utilities" library that can be used from both wined3d and d3d9x. You could in principle even move GLSL/ARB code generation in there, although that isn't required of course.