[PATCH 1/5] wined3d: Don't apply fixups to converted surfaces.

Stefan Dösinger stefandoesinger at gmx.at
Mon Nov 28 10:57:22 CST 2011


Am Montag, 28. November 2011, 15:21:11 schrieb Henri Verbeet:
> My point was pretty much that I care only marginally about that
> argument. Nevertheless, I'm not all that convinced that Wine even has
> a lot of OS X users. If it does, that's certainly not reflected in the
> number of active developers 
It probably doesn't help that Wine is (partially intentionally, and partially 
unintentionally) crippled on this platform and most users have to use third 
party tools to use it(which we rightfully don't support). Telling users that 
their platform isn't good enough isn't good marketing either, and I doubt that 
it makes Apple more likely to be cooperative.

> So it should be easy to convince Apple to implement EXT_texture_snorm,
> right?
I filed a feature request, Bug ID 10490831. The most likely problem is that 
this extension requires OpenGL 3.0 on paper.

> I don't think it's unreasonable to require some features from
> the underlying OS when you want certain features to work in Wine. It
> certainly works like that for the BSDs and OpenSolaris, and probably
> would for e.g. Haiku if they wanted to run Wine as well. I don't see
> why OS X should be different.
Call it hyprocricy from a technical point of view, but I think user numbers 
and market share matter. It certainly does on Linux where we spend quite some 
time debugging and working around troubles various distros cause.

> Yeah well, hacking something together is easy. Doing it properly you
> should also be able to blit to those formats, render to them (you can
> render to e.g. Q8W8V8U8 even in d3d9, d3d10 can render to all kinds of
> formats), read them back, and probably do clears on them.
My DirectX9 GPUs can't render to Q8W8V8U8. Blitting from those formats is 
easy, it's not implemented because no app needed it yet. Blitting to those 
formats is harder, but requires render target support. I'm fine with not 
supporting d3d10 features without this specific extension or GL 3.0-level 
driver support. But I think it's a bad idea to disable d3d8 support because a 
driver doesn't support some GL 3.0 extension.
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