Wine staging tree

Stefan Dösinger stefandoesinger at gmail.com
Mon Oct 6 03:51:14 CDT 2014


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Am 2014-10-06 08:13, schrieb Henri Verbeet:
> There's no reason the D3D command stream work couldn't have been
> done against upstream Wine, and in fact that's exactly what I did
> before handing it over to Stefan. (For reference, one of the first
> commits for that is 1ef4f075c160a826a57e8cf5613a3211005c8eb9.)
I don't think so, mostly because it's next to impossible to upstream
something that has a reasonable probability to need reworking later
on. E.g. I went through a number of iterations of ways to handle
resource updates until I found one that actually works with real-world
OpenGL implementations, and I know even the current way is flawed,
even though it works in practice. Yet I believe writing the current
code was essential to find out what the actual driver limitations are
and which requirements/bugs games have.

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