wined3d: GLSL shader status

Raphael fenix at
Tue May 30 04:11:09 CDT 2006

On Tuesday 30 May 2006 08:53, Jason Green wrote:
> I'm working on the conversion from DirectX pixel and vertex shaders to
> GLSL function and have made a good bit of progress this weekend.  At
> the moment, I'm able to run just about every simple vertex shader
> (version <= 1.4, and a few 2.0's) that I can find which already works
> on ARB_vertex_program (the current way that Wine handles this).  I'm
> having a bit more trouble with pixel shaders, but I haven't really dug
> into it yet.  Some of the really simple ones work, but I believe I'm
> missing a step in the texture binding code somewhere.
> I've posted a patch to enable this shader generation here:
> If you want to try this and help debug things, you'll have to apply
> the patch (it's against the current git tree as of 2:00 AM EST, May
> 30th).  Plus, you'll need a video card and driver capable of using
> GLSL (type 'glxinfo' and look for "GL_ARB_shading_language_100") .
> You'll also have to set a new registry key in your Wine installation
> (it is case sensitve):
> HKEY_CURRENT_USER\Software\Wine\Direct3D\UseGLSL = "enabled"
> Here are a few comparison screenshots (note, yes, they should be identical 
> ;-):
> (vanilla wine, or with
> UseGLSL != "enabled")
> (using GLSL)
> (DX8 SDK dolphin sample)
>  (not *quite* there yet  ;-)
> In theory, once this all works, we'll be able to support shader model
> 2.0+, which a lot of newer games either require or strongly suggest
> (aka prettier graphics).  Now, there are plenty of other bugs to be
> worked out in wined3d, so this isn't the holy grail of patches or
> anything, but it will take us that much closer to supporting new
> games.  Please lend a hand if you're able to.  Thanks!
> (by the way, many thanks to the entire #winehackers crew for all the
> help along the way so far, it's been fun)

Impressive :)

I'll try to test it today (if i found time)

Keek the good job

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