Direct3D shader compiler infrastructure

Stefan Dösinger stefandoesinger at gmx.at
Mon Mar 31 05:48:38 CDT 2008


Am Montag, 31. März 2008 08:54:18 schrieb H. Verbeet:
> On 31/03/2008, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> >  With WineD3D working on the same language, we have to share the language
> >  definition between the shader library and WineD3D, or put the shader
> > compiler into WineD3D as well. I do not like the 2nd way, as it puts
> > things together that don't have to be in one lib, and wastes runtime
> > memory. A 3rd way I have to consider was a SlReadShader() function with
> > callbacks which takes over the current role of shader_generate_main() in
> > WineD3D. I am not quite convinced by this either.
>
> Looks reasonable enough in general. I guess it would make sense to
> create some kind of "shader utilities" library that can be used from
> both wined3d and d3d9x.
Right, that is my plan. Although I am not sure yet in which way wined3d would 
use it. It might be best off by just parsing the asm tree itself.

> You could in principle even move GLSL/ARB code 
> generation in there, although that isn't required of course.
Not really, because the GLSL/ARB code generator doesn't compile shaders, it 
configures the GL pipeline. As such, it depends on many other things like the 
textures that are bound, the vertex declaration, etc.



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