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Hi.
<br />First, sorry for maybe somewhat newbish questions/approach... but anyway.
<br />Do i understand correctly that wined3d implementation takes d3d shaders' bytecode and converts it to other format depending on hardware?
<br />What is the state of wine's d3d shaders' implementation?
<br />I'm asking because I've recently came across a MojoShader (http://icculus.org/mojoshader/) project which is a library (zlib licensed) to convert compiled Direct3D shaders from bytecode to some other format (several profiles). The library seems to work well - it is used for OpenGL renderer in Unreal Tournament 3 engine. So i wonder - can there be some benefit to wine from such a project?
<br />Thanks.
<br />
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