Direct3D shader compiler infrastructure
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.
More information about the wine-devel