Dear all,

Since d3d10effect has advanced a lot during the latest weeks I was wondering what are the next steps that you are planning to develop.

In particutar, I wonder about:
1. Do DepthStencil and RasterizerState present major differences in terms of capabilities compared to D3D9? I mean that coding ID3D10EffectDepthStencilVariable is very easy once you have ID3D10DepthStencilState (just call ID3D10Device_CreateDepthStencilState for ID3D10EffectDepthStencilVariable::GetDepthStencilState and ID3D10EffectDepthStencilVariable::GetBackingStore  should only be recovering the data from a private variable).
Furthermore,  ID3D10Device::OMSetDepthStencilState is just a bunch of IWineD3DDevice_SetRenderState calls because I think that wined3d already implements all the required functionality, doesn't it?.
ID3D10Device::OMGetDepthStencilState would be a bunch of IWineD3DDevice_GetRenderState.
ID3D10EffectRasterizerVariable. presents the analogous thing (together with ID3D10Device::RSSetState), doesn't it?
2. For ID3D10EffectBlendVariable I think that that is different. what are the major difficulties concerning the capabilities that D3D10 offers compared to D3D9 conerning blending and do you see them achievable beofre this year ends?
3. Last, for ID3D10Device::RSGetViewports/
ID3D10Device::RSSetViewports and ID3D10Device::RSGetScissorRects/ID3D10Device::RSSetScissorRects, the difficulty may lay in accepting in the wine driver more thatn one rect/viewport. Do you agree? Are you planning an upgrade in wined3d to refer to *rect rather than rect in the stateblock definition? The analogous question applies to viewports.

I was wondering all that because I am considering asking Santa for D3D10 games for next Christmas and would like to know the roadmap of wine D3D10 development.