Hi all, A while back I had started to work on, and mostly completed, converting wined3d to using WGL instead of directly accessing glX functions. That was a few months ago, and it was a pretty big change, but not too difficult as WGL and GLX are very similar.
However, my patch is now greatly out of date thanks to the excellent work progressing in wined3d. I was just interested in getting some feedback on whether anyone thinks this is something worth me continuing to pursue, or just drop it? As I see it, there are a few merits to having wined3d on wgl instead of glx. The biggest one being that all the glX code won't be duplicated in multiple places as it is now (dlls/opengl32 and dlls/wined3d). Along with that comes maintainability and consistency as all glX code would only exist in one place and would be shared by all, applications and wined3d alike. Work-arounds for the various glX revisions (recently discussed glx 1.2, 1.3, etc) would also be localized to a single dll. Of course, on the down side, we take a hit of one extra layer of indirection by going through WGL. However as WGL/glX functions are rarely called, this should be a minimal of a performance hit. All in all I think it would be worth while, but I'd still like to hear from others so as not to waste (a lot!) of my time. Regards, Aric