This gets me excited. I've been working on a Windows->Linux migration project that uses shader API in a mandatory library that we don't have source code for, and in a few months I'll most likely be helping to get this to work.
-- Coleman Kane IntelliTree Solutions llc.
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.