Am Montag, 31. März 2008 08:54:18 schrieb H. Verbeet: > On 31/03/2008, Stefan Dösinger <[EMAIL PROTECTED]> 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.
