[PATCH] wined3d: Test and enable ARB_gpu_shader5 in shaders.

Henri Verbeet hverbeet at gmail.com
Mon Jul 18 16:22:41 CDT 2016


On 18 July 2016 at 23:04, Matteo Bruni <matteo.mystral at gmail.com> wrote:
> 2016-07-18 22:53 GMT+02:00 Henri Verbeet <hverbeet at gmail.com>:
>> On 18 July 2016 at 21:57, Matteo Bruni <matteo.mystral at gmail.com> wrote:
>>> 2016-07-18 14:52 GMT+02:00 Henri Verbeet <hverbeet at gmail.com>:
>>>> On 18 July 2016 at 14:31, Józef Kucia <joseph.kucia at gmail.com> wrote:
>>>>> As it was already mentioned the plan was to use GLSL 4.30 for shader
>>>>> model 5. However, it shouldn't be much of a burden to also support SM5
>>>>> bitwise opcodes with ARB_gpu_shader5.
>>>>>
>>>> Sure, but is there a reason to?
>>>
>>> OpenGL 3.2 + GLSL 1.50 + ARB_gpu_shader5 + ARB_tessellation_shader +
>>> ARB_texture_view + whatever else is necessary should also work for
>>> d3d11 / SM5, no? That would eventually make a bunch of Mesa drivers
>>> support d3d11 which otherwise wouldn't (like my AMD REDWOOD which
>>> AFAICS will not ever get anything above GL 3.3 / GLSL 3.30 because it
>>> doesn't support doubles).
>> SM5 has doubles.
>
> Those are only optional in SM5 though, see
> https://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).aspx
> note 2 and https://msdn.microsoft.com/en-us/library/windows/desktop/ff476124(v=vs.85).aspx.
> I'm pretty sure SM5 games generally don't require doubles.
Right, so sure.



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