Re: Direct3D 10 design considerations

2007-08-20 Thread Chris Howe
For what it's worth, although the idea of not starting with a clean state has its advantages (not in the least being able to support D3D10 software in a short time frame) I think that the clean slate argument wins out for me overall. Yes, it's more work in the short term, but I can't help thinking

Re: Direct3D 10 design considerations

2007-08-18 Thread Stefan Dösinger
Am Samstag, 18. August 2007 19:59 schrieb Ivan Gyurdiev: > The shader stuff uses two different backends and an intermediate > interface (SHADER_OPCODE_ARG) to isolate the asm parser. Other parts of > wined3d could do the same thing - you are interface constrained from the > top (d3d) and from the b

Re: Direct3D 10 design considerations

2007-08-18 Thread Ivan Gyurdiev
H. Verbeet wrote: On 18/08/07, Roderick Colenbrander <[EMAIL PROTECTED]> wrote: From what I have seen GL3 is very different. It would be like maintaining a GTK and a QT backend in one library. They use very different calls (glBegin/glEnable and so are gone), need different WGL contexts and so

Re: Direct3D 10 design considerations

2007-08-18 Thread Stefan Dösinger
Am Samstag, 18. August 2007 14:34 schrieb H. Verbeet: > > My suggestion would be to create a new wined3d with the same interface as > > the current wined3d. If needed ddraw/d3d8/d3d9 can use this wined3d too. > > Personally I would add d3d9ex.dll like on Vista which can use > > wined3d-gl3. > > I c

Re: Direct3D 10 design considerations

2007-08-18 Thread H. Verbeet
On 18/08/07, Roderick Colenbrander <[EMAIL PROTECTED]> wrote: > From what I have seen GL3 is very different. It would be like maintaining a > GTK and a QT backend in one library. They use very different calls > (glBegin/glEnable and so are gone), need different WGL contexts and so on. > > Sure in c

Re: Direct3D 10 design considerations

2007-08-18 Thread Roderick Colenbrander
On Saturday 18 August 2007 13:59, H. Verbeet wrote: > What it comes down to is that there are two things we have to make a > decision about: > - Do we want to support GL3 in the existing wined3d? > - Do we want to support D3D10 on top of the existing wined3d? > > I've got a slight preference to

Re: Direct3D 10 design considerations

2007-08-18 Thread H. Verbeet
What it comes down to is that there are two things we have to make a decision about: - Do we want to support GL3 in the existing wined3d? - Do we want to support D3D10 on top of the existing wined3d? I've got a slight preference towards at least trying to support both with the same wined3d, mo

Re: Direct3D 10 design considerations

2007-08-18 Thread Roderick Colenbrander
The decision on what to do for a big part depends on what OpenGL 3.0 actually is. From carefully reading the latest OpenGL 3.0 announcements and their forums I come to the conclusion which I'll explain below. There are basically two new OpenGL versions named respectively: Longs Peak, and Mt. E

Re: Direct3D 10 design considerations

2007-08-18 Thread H. Verbeet
For the most part that nicely sums up the problem :-). One consideration that I think should be added to that list is that we probably want to be able to run at least d3d8 and d3d9, and possibly ddraw, on top of GL 3.

Direct3D 10 design considerations

2007-08-18 Thread Stefan Dösinger
Hi, In the past days there was a bit of discussion about the implementation design of our future d3d10 implementation. The major question was wether we should make a clean start over with opengl 3.0, or extend wined3d for d3d10. A few facts: *) D3D10 is a clean restart without any backwards comp