[4/22] WineD3D: A shader backend descriptor for the ati fragment shader backend

Ivan Gyurdiev ivg231 at gmail.com
Sun Mar 16 09:00:49 CDT 2008

I don't quite understand why it's necessary to write ARB, GLSL, and NONE 
shader descriptors inside the ati_shader file.
How will this infrastructure scale to a new shader backend added a year 
from now ?

For such a large patchset maybe there should be a high level design 
diagram that explains how it works ?

I very much like that backend-specific functionality ends up in the 
appropriate backend - as per patches 10, 11, and 14.
However, it seems those patches stand on their own, independent of the 
rest of the patchset and this feature.


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