Am Samstag, 12. April 2008 05:07:49 schrieb H. Verbeet:
I thought we decided on IRC that it would make more sense to call the shader library from wined3d rather than d3d8, d3d9 and d3d10.
From where we call the shader library isn't all that important to me. For me it's mainly important that the shader library parses the d3d9 and d3d10 shader and the wined3d GL shader generator works on Wine's internal shader representation
I think going the GLSL way makes sense there. Anything supporting GL3 should fully support GLSL already, and I'm not even sure GL3 will support a traditional fixed function pipeline.
What I meant is that it depends on how shaders will look in GL 3.0. If it is GLSL as it is now, we can just use the GLSL shader backend. If it is vastly different we'll need a new one.