[PATCH] wined3d: Test and enable ARB_gpu_shader5 in shaders.

Matteo Bruni matteo.mystral at gmail.com
Mon Jul 18 16:04:54 CDT 2016


2016-07-18 22:53 GMT+02:00 Henri Verbeet <hverbeet at gmail.com>:
> On 18 July 2016 at 21:57, Matteo Bruni <matteo.mystral at gmail.com> wrote:
>> 2016-07-18 14:52 GMT+02:00 Henri Verbeet <hverbeet at gmail.com>:
>>> On 18 July 2016 at 14:31, Józef Kucia <joseph.kucia at gmail.com> wrote:
>>>> As it was already mentioned the plan was to use GLSL 4.30 for shader
>>>> model 5. However, it shouldn't be much of a burden to also support SM5
>>>> bitwise opcodes with ARB_gpu_shader5.
>>>>
>>> Sure, but is there a reason to?
>>
>> OpenGL 3.2 + GLSL 1.50 + ARB_gpu_shader5 + ARB_tessellation_shader +
>> ARB_texture_view + whatever else is necessary should also work for
>> d3d11 / SM5, no? That would eventually make a bunch of Mesa drivers
>> support d3d11 which otherwise wouldn't (like my AMD REDWOOD which
>> AFAICS will not ever get anything above GL 3.3 / GLSL 3.30 because it
>> doesn't support doubles).
> SM5 has doubles.

Those are only optional in SM5 though, see
https://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).aspx
note 2 and https://msdn.microsoft.com/en-us/library/windows/desktop/ff476124(v=vs.85).aspx.
I'm pretty sure SM5 games generally don't require doubles.



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