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

Ivan Gyurdiev ivg231 at gmail.com
Sun Mar 16 11:35:25 CDT 2008

Stefan Dösinger wrote:
> Am Sonntag, 16. März 2008 15:00:49 schrieb Ivan Gyurdiev:
>> 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 ?
> Currently I am doing that so ATI cards which have ARB_fp or GLSL can use the 
> fragment replacement code and d3d pshaders at the same time.

To me this suggests that there should be two separate shader backends, 
selected differently for "fixed pipeline replacement" purposes and for 
shaders. I don't like the argument that this is only an intermediate 
step - if no one writes the glsl/arb replacement code, it becomes permanent.


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