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.