Am Samstag 13 Januar 2007 21:37 schrieb H. Verbeet: > On 12/01/07, Christoph Bumiller <[EMAIL PROTECTED]> wrote: > > Stefan Dösinger wrote: > > > We will need software shaders for a correct implementation of > > > IWineD3DDevice::ProcessVertices. It supports Vertex shaders, but I > > > don't really think OpenGL feedback mode is what we want here. > > > > > > Maybe we should remove it for now, but keep the code somewhere(in the > > > wiki maybe). If someone is extra-ambitious we can do something like > > > Softwire/SwiftShader does. But I think ProcessVertices is a good > > > oportunity to verify our vertex shader implementation. > > > > Sounds fun *g* ... I thought of generating Intel assembly code from the > > vertex shader bytecode on the fly, just like GLSL and ARB shaders are > > generated, using primarily SSE for doing the floating point > > computations (in situations where it brings an advantage), and directly > > referencing the memory at IWineD3DVertexShaderImpl->data,input,output > > (load constants, input data, store temporary values, store output > > data). Would something like that even be accepted in wine ? > > > > I'm already 'experimenting' a bit, but as I don't have much time these > > days don't count on it to be finished within the next 3 months, or > > ever, after all I might also get so desperate with it and stop working > > on it altogether ... I've never written anything similar before. > > > > The main reason for this mail is to know whether someone else is > > working on a solution for doing software vshaders already, and if so, > > rather invest the time in my other studies (I'm running behind there > > ...), before having two people work at the same thing. > > How about something like R2VB? I think we can implement R2VB if we want it(it is an ATI hack) by just setting a VBO as a render target. The extensions imply that this is supposed to work, although the performance isn't guaranted to be optimal. I think the biggest issue with R2VB is Alexandre :-/
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