On 28 November 2011 12:36, Stefan Dösinger stefandoesinger@gmx.at wrote:
Am Sonntag, 27. November 2011, 23:13:31 schrieb Henri Verbeet:
I must say that as a Wine developer I care only marginally about running on closed platforms. For CrossOver, OS X is more important of course, but I'm sure we could add another hack there. I don't think OS X support should be a deciding factor here.
I think this would be disrespectful of the OSX users Wine has.
My point was pretty much that I care only marginally about that argument. Nevertheless, I'm not all that convinced that Wine even has a lot of OS X users. If it does, that's certainly not reflected in the number of active developers (Perhaps if you count people that are paid to work on Wine on OS X things look better there, but I think few of those run OS X as their primary platform by choice.) or the number of bug reports we receive from OS X users.
Signed textures aren't a minor feature, most games that use shaders need them. This also
So it should be easy to convince Apple to implement EXT_texture_snorm, right? I don't think it's unreasonable to require some features from the underlying OS when you want certain features to work in Wine. It certainly works like that for the BSDs and OpenSolaris, and probably would for e.g. Haiku if they wanted to run Wine as well. I don't see why OS X should be different.
when Tiger supported it it didn't work). Signed texture emulation isn't hard to do, all we need is proper separation of load time and sample time fixups.
Yeah well, hacking something together is easy. Doing it properly you should also be able to blit to those formats, render to them (you can render to e.g. Q8W8V8U8 even in d3d9, d3d10 can render to all kinds of formats), read them back, and probably do clears on them. If we had no other choice that would simply be a pain, but pretty much all the linux drivers support either the various NV_texture_shader extensions or EXT_texture_snorm.