[15/20] WineD3D: Clean up drawprim a bit

Ivan Gyurdiev ivg231 at gmail.com
Sun Jan 7 12:24:06 CST 2007


Stefan Dösinger wrote:
> Am Samstag 06 Januar 2007 22:25 schrieb Ivan Gyurdiev:
>   
>> Stefan Dösinger wrote:
>>     
>>> Now that almost everything is gone from drawPrimitiveDrawStrided we don't
>>> need a subfunction for calling drawStridedSlow/Fast any longer
>>>       
>> I think while we're cleaning up things, all of software shaders should
>> be removed.
>>
>> There's tons of code in drawprim and *shader.c, which is disabled,
>> doesn't work, and isn't on the right track if you ask me. None of the
>> changes to make the shader parser 3.0 compliant are used in the disabled
>> paths. There's even an "Emulation" value in winecfg which just confuses
>> the user, since it doesn't work.
>>     
> Perhaps.
>
> We will need software shaders for a correct implementation of 
> IWineD3DDevice::ProcessVertices. It supports Vertex shaders, but I don't 
> really think OpenGL feedback mode is what we want here.
>
> Maybe we should remove it for now, but keep the code somewhere(in the wiki 
> maybe). If someone is extra-ambitious we can do something like 
> Softwire/SwiftShader does. But I think ProcessVertices is a good oportunity 
> to verify our vertex shader implementation.
>   
I think it would be better to start from scratch rather than reuse 
what's currently there: you can't verify the current vertex shader 
implementation by adding a completely independent code path. You have to 
share parts of the processing to do that.







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