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Thread: The Direct3D 10/11 State Tracker Is Still Around

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  1. #1
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    Default The Direct3D 10/11 State Tracker Is Still Around

    Phoronix: The Direct3D 10/11 State Tracker Is Still Around

    Last September there was the release of a Direct3D 10/11 state tracker for Gallium3D. This natively implemented Microsoft's graphics API from DirectX for the latest versions 10 and 11 with Gallium3D Linux graphics drivers. While it sounded quite enticing when the code was first released, there hasn't been much activity since that point...

    http://www.phoronix.com/vr.php?view=OTUxOQ

  2. #2
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    What are the legal issues surrounding the distribution (in binary and source form) of a Direct3d state tracker, if any? Surely Microsoft has patented and trademarked it to hell and back.

  3. #3
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    Default Tessellation

    There's a bit more. I actually added SM4 (in addition to TGSI) as source language for the nvc0 shader backend to get tessellation shaders easily, and I've finally made my GTX470 spit out a tessellated triangle now.

    Not sure how much further I can take it though, really depends on how much trouble I run into on my way to Heaven. Unigine, I mean.

  4. #4
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    Quote Originally Posted by allquixotic View Post
    What are the legal issues surrounding the distribution (in binary and source form) of a Direct3d state tracker, if any? Surely Microsoft has patented and trademarked it to hell and back.
    Why would there be legal issues surround the distribution? The only thing it has in common is an API, not any MS code. The DMCA has a specific exemption for implementation of APIs for interoperability. It's no different from Wine implementing the Windows APIs, eh?

  5. #5
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    Quote Originally Posted by 3vi1 View Post
    The DMCA
    The DMCA does not cover patents.

  6. #6
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    Quote Originally Posted by RealNC View Post
    The DMCA does not cover patents.
    And exactly which patents do you think an implementation might violate? Wine has a DX9/10 implementation in software already (updates for 10 have been landing the last few days). Anything that's not pre-existing in OpenGL is probably going to be in the realm of obvious.

    Please don't help the trolls spread FUD.

  7. #7
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    Quote Originally Posted by 3vi1 View Post
    And exactly which patents do you think an implementation might violate? Wine has a DX9/10 implementation in software already (updates for 10 have been landing the last few days). Anything that's not pre-existing in OpenGL is probably going to be in the realm of obvious.

    Please don't help the trolls spread FUD.
    I'm just stating a fact. The trolls mentioned patents, and you mentioned the DMCA. And I mentioned that the DMCA does not cover patents, because it doesn't.

  8. #8
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    Default

    Quote Originally Posted by phoronix View Post
    Phoronix: The Direct3D 10/11 State Tracker Is Still Around
    So what's its state? Is there any prognosis when it will start to be useful for anything?

    Last time (quite some time ago) I tried to compile mesa with this state tracker gcc filled 8 gb ram + 8 gb swap and then the OOM killer killed it...

    Also, could it make "porting" games easier by using the wine libraries for the parts of directx that are not implemented and the direct3d state tracker for the parts it implements?

  9. #9
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    Default d3d11 status

    Quote Originally Posted by ChrisXY View Post
    So what's its state? Is there any prognosis when it will start to be useful for anything?

    Last time (quite some time ago) I tried to compile mesa with this state tracker gcc filled 8 gb ram + 8 gb swap and then the OOM killer killed it...

    Also, could it make "porting" games easier by using the wine libraries for the parts of directx that are not implemented and the direct3d state tracker for the parts it implements?
    You can't mix the d3d state tracker and a wine implementation that's using OpenGL ...

    The status is that the D3D11 version of Unigine Heaven works via the d3d11 st's wine dlls (well, the lighting is a bit off) if:
    - you are using the nvc0 gallium driver
    - your apply a hack that passes SM4 shaders to the driver instead of generating TGSI
    - no tessellation; nvc0 implements it but it's not been tested (and extra gallium patches needed)

    The TGSI generator is partially broken and doesn't (or can't) handle all aspects of SM4 yet, and using SM4 directly only "works" with nvc0 + ugly hack.

    I tried some d3d11 games, too, but they all crash at some point. Unfortunately you can't easily debug these blobs ...

  10. #10

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    Quote Originally Posted by calim View Post
    The status is that the D3D11 version of Unigine Heaven works via the d3d11 st's wine dlls
    Brilliant!

    Quote Originally Posted by calim View Post
    I tried some d3d11 games
    What games?

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