On 12/12/2007, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> Just to add that msdn states that
>
> "Direct3D 10 limits the use of assembly language to that of debugging
> purposes only, therefore any hand written assembly shaders used in
> Direct3D 9 will need to be converted to HLSL."
>
> http://
strategy towars the implementation of this next D3D release.
> That HLSL2GLSL is written by ATI is absolutely no issue. It is released
> under
> an open source license and we can make use of the code. The philosophy you
> suggest is more of a problem.
>
> Keep in mind that getting sh
transforming the HLSL code.
> 2. The Implementation for D3DX9 of the "possibility" to store the HLSL
> source code, transfomr it to GLSL and use the card resources to compile
> the latter, so that a mor loyal executable in relation to the HLSL is at
> the video card.
T
y" to store the HLSL
source code, transfomr it to GLSL and use the card resources to compile
the latter, so that a mor loyal executable in relation to the HLSL is at
the video card.
>
> The hlsl2glsl project isn't that useful. It was discussed a long time. One
> of the reasons is
Am Samstag, 8. Dezember 2007 20:42:05 schrieb Sònia Xapellí Brú:
> I know there was some discussion concerning the use of hlsl2glsl and
> that it is not directly useful as it seems that the conversion to
> assembler is necessary in d3d9. Nevertheless, when it comes to
> d3d10,Sh
> hlsl2glsl is the good solution for implementing shaders on directX 10.
> Nevertheless, the hlsl compilation to tokens has to be done for d3d9. On
> the other hand, if we implement d3dx9_xx, it is likely that the
> application will be using the compile D3DX9CompileShader to get
On 10/12/2007, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> What do you all think and in particular David?
>
In the first place, I think this is all irrelevant without having an
actual d3d10 implementation.
Second, you'll need a proper implementation of the SM 4.0
implementation either way, beca
hlsl2glsl is the good solution for implementing shaders on directX 10.
Nevertheless, the hlsl compilation to tokens has to be done for d3d9. On
the other hand, if we implement d3dx9_xx, it is likely that the
application will be using the compile D3DX9CompileShader to get the
tokens. Currently it
I know there was some discussion concerning the use of hlsl2glsl and
that it is not directly useful as it seems that the conversion to
assembler is necessary in d3d9. Nevertheless, when it comes to
d3d10,Shader Model 4 relies only in source code and forbids the
programmers from implementing
ATI has released software called HLSL2GLSL which converts D3D9 High
Level Shader Language (HLSL) into the OpenGL equivalent GLSL.
It's open source, and appears to be under a BSD license, so may be
possible to integrate into WINE (I'm not sure if it's old or new BSD
license).
The
ATI has released software called HLSL2GLSL which converts D3D9 High
Level Shader Language (HLSL) into the OpenGL equivalent GLSL.
It's open source, and appears to be under a BSD license, so may be
possible to integrate into WINE (I'm not sure if it's old or new BSD
license).
The
ed for free, dx10 is a different case though)
Regards,
Roderick Colenbrander
> ATI has released software called HLSL2GLSL which converts D3D9 High
> Level Shader Language (HLSL) into the OpenGL equivalent GLSL.
>
> It's open source, and appears to be under a BSD license, so may
ATI has released software called HLSL2GLSL which converts D3D9 High
Level Shader Language (HLSL) into the OpenGL equivalent GLSL.
It's open source, and appears to be under a BSD license, so may be
possible to integrate into WINE (I'm not sure if it's old or new BSD
license).
The
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