Currently looking at the directx11 implementation, and I noticed I first need to set a "MaxVersionGL" in the registry to enable creation of 4.3 context and so DX11 support. What's the reason behind this?
The change is from a1e718ccabc7c330dd16c7face78022965b03e20 (wined3d: Add a setting for the maximum OpenGL version to use). Why do we need to set the maximum version instead of just using the highest context we can get (and still use) ?
Fabian Maurer
On Sun, Aug 28, 2016 at 10:49 PM, Fabian Maurer dark.shadow4@web.de wrote:
Currently looking at the directx11 implementation, and I noticed I first need to set a "MaxVersionGL" in the registry to enable creation of 4.3 context and so DX11 support. What's the reason behind this?
Wined3d doesn't fully support OpenGL core profile yet. This is a problem when your drivers expose higher OpenGL version only for core profile. See bug 38648 [1].
Wined3d doesn't fully support OpenGL core profile yet. This is a problem when your drivers expose higher OpenGL version only for core profile. See bug 38648 [1].
You mean wine relies on legacy api that is removed in the core context? Is there a list which parts would need to be reworked?
On Sun, Aug 28, 2016 at 11:24 PM, Fabian Maurer dark.shadow4@web.de wrote:
You mean wine relies on legacy api that is removed in the core context? Is there a list which parts would need to be reworked?
Yes, wined3d uses legacy OpenGL in a few places. AFAIK there is not a lot of work left. The main offender is probably blitting code (see e.g. SetupForBlit()). Generally, it should be quite easy to find remaining issues when you run d3d/ddraw tests with "MaxVersionGL" set to 3.2 or higher version (you'll get some GL errors or test failures). Matteo has done most of the work related to fixing this issue. He might be able to provide an exact list of remaining parts.
On Monday, August 29, 2016 12:00:46 AM CEST you wrote:
Yes, wined3d uses legacy OpenGL in a few places. AFAIK there is not a lot of work left. The main offender is probably blitting code (see e.g. SetupForBlit()). Generally, it should be quite easy to find remaining issues when you run d3d/ddraw tests with "MaxVersionGL" set to 3.2 or higher version (you'll get some GL errors or test failures). Matteo has done most of the work related to fixing this issue. He might be able to provide an exact list of remaining parts.
Ah, thanks for the information.
Fabian Maurer
2016-08-29 0:00 GMT+02:00 Józef Kucia joseph.kucia@gmail.com:
On Sun, Aug 28, 2016 at 11:24 PM, Fabian Maurer dark.shadow4@web.de wrote:
You mean wine relies on legacy api that is removed in the core context? Is there a list which parts would need to be reworked?
Yes, wined3d uses legacy OpenGL in a few places. AFAIK there is not a lot of work left. The main offender is probably blitting code (see e.g. SetupForBlit()). Generally, it should be quite easy to find remaining issues when you run d3d/ddraw tests with "MaxVersionGL" set to 3.2 or higher version (you'll get some GL errors or test failures). Matteo has done most of the work related to fixing this issue. He might be able to provide an exact list of remaining parts.
There are a number of small bits and pieces left other than blitters (e.g. a few limit checks aren't quite right for core profile, Mesa doesn't complain about them but macOS does) but that's mostly it. I have not-quite-ready patches for all of this, the plan is to restart sending them in the near future, although I can't guarantee any hard deadline...
On Thursday, September 1, 2016 7:08:12 PM CEST you wrote:
There are a number of small bits and pieces left other than blitters (e.g. a few limit checks aren't quite right for core profile, Mesa doesn't complain about them but macOS does) but that's mostly it. I have not-quite-ready patches for all of this, the plan is to restart sending them in the near future, although I can't guarantee any hard deadline...
That's fine, thank you. It's just that I ran into this issue and currently needed to switch to the mesa core profile because dx10 doesn't work otherwise. I'll keep it as warning in mind just in case I run into issues.