On 31/03/2008, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> How do we call this library? wineshader.dll?
>
Sounds ok to me.
Am Montag, 31. März 2008 13:17:49 schrieb H. Verbeet:
> Our current intermediate representation is essentially a list of
> SHADER_OPCODE and SHADER_OPCODE_ARG elements. We probably want to move
> the bytecode parsing into the shader library and then generalize the
> intermediate representation a bi
Am Montag, 31. März 2008 13:17:49 schrieb H. Verbeet:
> Our current intermediate representation is essentially a list of
> SHADER_OPCODE and SHADER_OPCODE_ARG elements. We probably want to move
> the bytecode parsing into the shader library and then generalize the
> intermediate representation a bi
On 31/03/2008, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> Am Montag, 31. März 2008 08:54:18 schrieb H. Verbeet:
> > Looks reasonable enough in general. I guess it would make sense to
> > create some kind of "shader utilities" library that can be used from
> > both wined3d and d3d9x.
>
> Right,
Am Montag, 31. März 2008 08:54:18 schrieb H. Verbeet:
> On 31/03/2008, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> > With WineD3D working on the same language, we have to share the language
> > definition between the shader library and WineD3D, or put the shader
> > compiler into WineD3D as well
On 31/03/2008, Stefan Dösinger <[EMAIL PROTECTED]> wrote:
> With WineD3D working on the same language, we have to share the language
> definition between the shader library and WineD3D, or put the shader compiler
> into WineD3D as well. I do not like the 2nd way, as it puts things together
> th
Hello,
So, I am getting serious about a shader compiler and related things now, and
I've made a design proposal.
First of all, let us collect a few things we want regarding shader handling:
-> D3DXCompileShader & Friends
-> D3DXAssembleShader & Friends
-> D3DXDisassembleShader & Friends
-> A way