> First, sorry for maybe somewhat newbish questions/approach... but anyway.
> Do i understand correctly that wined3d implementation takes d3d shaders'
bytecode and converts it to other
> format depending on hardware?
Correct. Currently we support GL_ARB_*_program and GLSL, but the backends
are mo
> I've changed things a bit and resubmitted patch. Now there will be less
> ifdefs.
> I'm not sure which "data types" are you talking about, since I'll need
> per-byte surface access in any case, and It doesn't look like it can be
> wrapped into endianness-independant datatype.
Maybe you could use