hlsl2glsl

H. Verbeet hverbeet at gmail.com
Mon Dec 10 02:37:32 CST 2007


On 10/12/2007, luis.busquets at ilidium.com <luis.busquets at ilidium.com> wrote:
> What do you all think and in particular David?
>
In the first place, I think this is all irrelevant without having an
actual d3d10 implementation.

Second, you'll need a proper implementation of the SM 4.0
implementation either way, because D3D10 still allows binary shaders,
and I expect the majority of games to ship those instead of actual
source. So it would be an additional path that needs to be maintained,
and the most feasible way to implement it I've heard so far would be
to embed GLSL code a comment section inside the shader byte code,
which would be rather ugly.

And finally, the actual hardware has it's own hardware specific
language for shaders. HLSL or D3D bytecode isn't really any closer to
the actual hardware language than GLSL or ARB asm, so it isn't even
guaranteed to gain us much.



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