Direct3D shader compiler infrastructure

H. Verbeet hverbeet at gmail.com
Mon Mar 31 01:54:18 CDT 2008


On 31/03/2008, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
>  With WineD3D working on the same language, we have to share the language
>  definition between the shader library and WineD3D, or put the shader compiler
>  into WineD3D as well. I do not like the 2nd way, as it puts things together
>  that don't have to be in one lib, and wastes runtime memory. A 3rd way I have
>  to consider was a SlReadShader() function with callbacks which takes over the
>  current role of shader_generate_main() in WineD3D. I am not quite convinced
>  by this either.
>
Looks reasonable enough in general. I guess it would make sense to
create some kind of "shader utilities" library that can be used from
both wined3d and d3d9x. You could in principle even move GLSL/ARB code
generation in there, although that isn't required of course.



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