[PATCH 01/11] d3d10: Add the ID3D10Blob interface.

Matteo Bruni matteo.mystral at gmail.com
Tue Jul 27 10:04:47 CDT 2010


2010/7/27 Henri Verbeet <hverbeet at gmail.com>:
> On 27 July 2010 16:37, Matteo Bruni <matteo.mystral at gmail.com> wrote:
>> Yes, this is the best time I believe. Some time ago there was
>> agreement to implement the shader compiler in d3dcompiler, with the
>> d3dx9/d3d10/d3dx10 compiler function calls forwarding to d3dcompiler.
>> My plan for the immediate future is to stub out d3dcompiler_43.dll and
>> then move the shader assembler there (forwarding D3DXAssembleShader to
>> d3dcompiler's D3DAssemble, which is undocumented but "stable" in the
>> last 3 DirectX SDK) to be able to reuse some assembler code for the
>> compiler implementation. I have some patches in my local git, they
>> just need a bit of cleanup. Should I proceed with my plan?
>>
> You should probably check with Alexandre to make sure, but makes sense
> to me. I think the effect parsing stuff doesn't interact too much with
> d3dcompiler, and should go into d3dx10.
>

Will do. Not sure on the effect stuff: on
http://msdn.microsoft.com/en-us/library/dd607324%28v=VS.85%29.aspx the
D3DCompile input is described as "a pointer to uncompiled shader data;
either ASCII HLSL code or a compiled effect", but some tests are
required to see what that really means.



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