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

Stefan Dösinger stefan at codeweavers.com
Sun Jan 14 06:04:08 CST 2007

Am Freitag 12 Januar 2007 20:06 schrieb Christoph Bumiller:
> Stefan Dösinger wrote:
> > 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.
> Sounds fun *g* ... I thought of generating Intel assembly code from the
> vertex shader bytecode on the fly, just like GLSL and ARB shaders are
> generated, using primarily SSE for doing the floating point
> computations (in situations where it brings an advantage), and directly
> referencing the memory at IWineD3DVertexShaderImpl->data,input,output
> (load constants, input data, store temporary values, store output
> data). Would something like that even be accepted in wine ?
This is precicely the best way to do implement software shaders, if I 
understood things correctly, and this is what SoftWire / SwiftShader does. 
SoftWire is an open source project(C++), Transgaming hired its developer and 
development went on in a propritary way and is now known as SwiftShader. No 
idea if SwiftShader ever had any practical use though. It is a Software D3D 
rasterizer that is said to deliver approximately the performance of Intel 
integrated cards.
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