On Thursday 04 May 2006 20:26, Jason Green wrote:
Quite a few of us in #winehackers have been discussing and working on pixel and vertex shaders for the last month or so. However, due to time zone differences, we don't always get to participate in the discussions, so it's tough to keep track of who's doing what and what the real game plan is. So, I've started a rough draft of our roadmap for GLSL implementation here:
http://wiki.winehq.org/DirectX-Shaders
If you've been part of these shader discussions recently or even have at least a vague understanding of how this stuff works in wined3d, please take a look at that page and make any modifications as you see fit.
I plan on working on (and hopefully finishing) the GenerateShader() merge mentioned on that page tonight or tomorrow. With luck, we can begin implementing GLSL very soon and supporting the shaders correctly on newer DirectX games.
I Jason, i fully agree :)
Only one "technical thing", how you expect to determin if you need GLSL or if ARB_vertex/ARG_fragment is suffcient ? 1 - always use GLSL when available, else try ARB compat code ? 2 - try to use ARB when possible, else switch to GLSL ? 3 - choose the more performant (heuristic depency of opcodes performances) ?
And why about specifics NV/ATI extensions for shaders ?
Keep the good job, Raphael