hlsl2glsl

H. Verbeet hverbeet at gmail.com
Wed Dec 12 03:33:39 CST 2007


On 12/12/2007, luis.busquets at ilidium.com <luis.busquets at ilidium.com> wrote:
> Just to add that msdn states that
>
> "Direct3D 10 limits the use of assembly language to that of debugging
> purposes only, therefore any hand written assembly shaders used in
> Direct3D 9 will need to be converted to HLSL."
>
> http://msdn2.microsoft.com/en-us/library/bb205073.aspx#Porting_Shaders
>
> I think that the idea is that the dreiver vendor has the possibility to
> implement its own compiler and adapt the code to the specifics of its
> hardware. I think that translating HLSL to GLSL for D3D10 is the write
> path. (For D3D9 obviously not) Therefore I think that it should be wine 's
> strategy towars the implementation of this next D3D release.
>
No, that's not how it works.

The device functions that create shaders still get fed bytecode, and
it would at least in theory be possible to create an assembler for
that bytecode. See
http://msdn2.microsoft.com/en-us/library/bb205084.aspx and
http://msdn2.microsoft.com/en-us/library/bb173562.aspx for example.
Also potentially interesting is
http://msdn2.microsoft.com/en-us/library/bb310589.aspx



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