Simple D3D/WGL demos for wine

Ruslan Kabatsayev b7.10110111 at gmail.com
Thu Aug 4 12:29:56 CDT 2016


Hello all. I'd like to implement a set of simple demos which would be
something like glxgears for Wine — a simple way to check that WGL,
D3D8, D3D9 and later D3D10 and D3D11 are operational, without any need
to look for a real app to test. I suppose it's not very interesting to
have just flat untextured gears, so I'd instead draw a textured cube
(similarly to what the tests in dxdiag do).

I have some prototype code for this (standalone and written in C++ for
now), and it uses D3DXCreateTextureFromFile. This is all OK when I
compile for D3D9 with wineg++ or when I compile for D3D8 and D3D9 with
ming32. But when I try to compile for D3D8 with wineg++, there's a
problem, since there's no d3dx8*.h nor d3dx8.dll in Wine.

Is it undesirable for Wine to have d3dx8 (I remember some commits
removing the library and headers related to it several years ago)?
Should I just drop usage of D3DXCreateTextureFromFile and use plain
IDirect3DDeviceX::CreateTexture?

Also I use some matrix functions, which are identical between d3dx8
and d3dx9. Would it be OK if a wine demo would link to d3dx9 both for
d3d9 and d3d8 versions of it? Or should I just reimplement all the
needed functions?

Regards,
Ruslan



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