[4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

H. Verbeet hverbeet at gmail.com
Thu Mar 20 09:26:07 CDT 2008


On 20/03/2008, Stefan Dösinger <stefan at codeweavers.com> wrote:
> On IRC I think you once mentioned making the shader backend an object, and
>  since we don't have a C++ compiler anyway I concluded COM. (That was a
In essence an object is just a call table with some data, you don't
really need a C++ compiler for that. (And that specific discussion was
about moving the private data of the shader backend out of the device
and into the backend itself). COM would add a lot of stuff that we
don't really need.



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