----Message d'origine----
A: wine-devel@winehq.com De: Mike Hearn mike@plan99.net Date: Tue, 06 Jun 2006 12:31:06 +0100 Sujet: Re: wined3d: Another GLSL shader status update
On Sun, 04 Jun 2006 12:04:21 -0400, Jason Green wrote:
This is an elaborate scheme with linked lists in each shader - is that really necessary? I'm very confused after reading the code (but maybe that's just me :)
If we link the programs together every time the Set__Shader() is called, it brings performance to a halt (that what my glsl_hack4.diff did).
Re: the recent discussion on code commenting and documentation, it'd be nice if the patch explained this somewhere. It'd be even nicer still if at some point one of you guys could take a break from the codeface and write a chapter for the Wine Developer Guide on shaders and how all this works ... it seems incredibly opaque and the last thing we want is a re-run of the DCOM situation where the only people who understood it left or hacked on other things for a while and we lost the knowledge of how it worked.
I Aggree that adding more comments about current architecture (at least on http://wiki.winehq.com/DirectX-Shaders and http://wiki.winehq.com/WineD3D) can help to better understand for non-d3d introduced wine hackers :)
I was the first who delivered that code and it's my fault for the initial poor comments about architecture (who was understandable for opengl/directx hackers). We'll try to improve it (maybe beginning with "WineD3D for dummies" :) )
Anyway we are many who understand this code (and reviewing the flood of wined3d patches) so "DCOM situation" cannot happen :)
thanks -mike
Regards, Raphael