Roderick Colenbrander <thunderbird2k <at> gmx.net> writes:
Is there a TODO or similar documentation on D3D8 & 9 for Wine? I don't necessarily have much background in DirectX. Last time I used it was when DirectX 3.0 was brand spanking new and was all the rave. I'm willing to work, but don't know where to start and am limited on time available to search for it. If someone has already begun some organization of this, like a hit-list or something, that would be quite helpful.
There's no todo list right now. Right now the best approach would be to finish the d3d8 to wined3d move so that both d3d8 and d3d9 share the same core. Then remaining bugs should be fixed so that more games work. After that performance tweaks should be added and more features like shaders.
Here is a (probably outdated) link:
http://wiki.winehq.org/DirectX-ToDo
There should be a couple other related pages if you do a quick search the wiki for wined3d, directx, d3d etc. I'm a bit familiar with the wined3d stuff, but unfortunately I haven't looked at the shader stuff enough to be able to tell you what the status is. I find it is usually easiest to work on wined3d if you have some easy-to-run test cases that can help pinpoint problems faster since wined3d is non-trivial code.
Stephen was working on porting d3d7 and ddraw to wined3d, but last I heard he is busy with exams or such. Haven't heard from Oliver in a while on this list. I currently have an unsubmitted patch which gets rid of all the glX dependencies in ddraw/d3d7/d3d8/d3d9 and wined3d and uses wgl directly... not a performance improvement or anything but would improve encapsulation of all the respective libraries and reduce duplicated code in wined3d and opengl32.
Regards, Aric