----Message d'origine---- >A: wine-devel@winehq.com >De: Mike Hearn >Date: Tue, 06 Jun 2006 12:31:06 +0100 >Sujet: Re: wined3d: Another GLSL shader status update > >On Sun, 04 Jun 2006 12:04:21 -0400, Jason Green wrote: >> > This is an elaborate scheme with linked lists in each shader - is that >> > really necessary? >> > I'm very confused after reading the code (but maybe that's just me :) >> >> If we link the programs together every time the Set__Shader() is called, >> it brings performance to a halt (that what my glsl_hack4.diff did). > >Re: the recent discussion on code commenting and documentation, it'd be >nice if the patch explained this somewhere. It'd be even nicer still if at >some point one of you guys could take a break from the codeface and write >a chapter for the Wine Developer Guide on shaders and how all this works >... it seems incredibly opaque and the last thing we want is a re-run of >the DCOM situation where the only people who understood it left or hacked >on other things for a while and we lost the knowledge of how it worked. I Aggree that adding more comments about current architecture (at least on http://wiki.winehq.com/DirectX-Shaders and http://wiki.winehq.com/WineD3D) can help to better understand for non-d3d introduced wine hackers :) I was the first who delivered that code and it's my fault for the initial poor comments about architecture (who was understandable for opengl/directx hackers). We'll try to improve it (maybe beginning with "WineD3D for dummies" :) ) Anyway we are many who understand this code (and reviewing the flood of wined3d patches) so "DCOM situation" cannot happen :) >thanks -mike Regards, Raphael