[PATCH 1/5] wined3d: Don't apply fixups to converted surfaces.

Henri Verbeet hverbeet at gmail.com
Mon Nov 28 12:00:25 CST 2011


On 28 November 2011 17:57, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> It probably doesn't help that Wine is (partially intentionally, and partially
> unintentionally) crippled on this platform and most users have to use third
> party tools to use it(which we rightfully don't support). Telling users that
> their platform isn't good enough isn't good marketing either, and I doubt that
> it makes Apple more likely to be cooperative.
>
I think Apple's opinion on Free Software and the GPL is pretty well
known by now. At this point it's probably about as likely we'll get
help from Microsoft as from Apple.

>> So it should be easy to convince Apple to implement EXT_texture_snorm,
>> right?
> I filed a feature request, Bug ID 10490831. The most likely problem is that
> this extension requires OpenGL 3.0 on paper.
>
I don't suppose you have a link to a public bug tracker for that by any chance?

>> I don't think it's unreasonable to require some features from
>> the underlying OS when you want certain features to work in Wine. It
>> certainly works like that for the BSDs and OpenSolaris, and probably
>> would for e.g. Haiku if they wanted to run Wine as well. I don't see
>> why OS X should be different.
> Call it hyprocricy from a technical point of view, but I think user numbers
> and market share matter. It certainly does on Linux where we spend quite some
> time debugging and working around troubles various distros cause.
>
It's probably a good thing that Wine doesn't have a lot of OS X users
then. I suspect "various distros" above means "mostly Ubuntu". While I
don't necessarily always agree with those kinds of workarounds either,
it's certainly not on the level of the amount of hacks we have for OS
X in CrossOver.

>> Yeah well, hacking something together is easy. Doing it properly you
>> should also be able to blit to those formats, render to them (you can
>> render to e.g. Q8W8V8U8 even in d3d9, d3d10 can render to all kinds of
>> formats), read them back, and probably do clears on them.
> My DirectX9 GPUs can't render to Q8W8V8U8. Blitting from those formats is
> easy, it's not implemented because no app needed it yet. Blitting to those
> formats is harder, but requires render target support. I'm fine with not
> supporting d3d10 features without this specific extension or GL 3.0-level
> driver support. But I think it's a bad idea to disable d3d8 support because a
> driver doesn't support some GL 3.0 extension.
>
The original NV_texture_shader extension is over 10 years old.



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