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Thread: Wine Begins Work On Direct3D Shader Compiler

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  1. #1
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    Default Wine Begins Work On Direct3D Shader Compiler

    Phoronix: Wine Begins Work On Direct3D Shader Compiler

    It's time for another development snapshot of Wine, but this bi-weekly release does carry several features worth noting...

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

  2. #2
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    what is the usage of a "Direct3D shader compiler " ???

  3. #3
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    Bit off topic but I find it amazing how Wine is soon 19 year old project and its creator has worked on it from the very beging and is still the most active developer. Also the project has had contributions from over 1300 developers over its life time. Here's a link to the ohloh page. Awesome stuff.

  4. #4
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    Quote Originally Posted by Teho View Post
    Bit off topic but I find it amazing how Wine is soon 19 year old project and its creator has worked on it from the very beging and is still the most active developer. Also the project has had contributions from over 1300 developers over its life time. Here's a link to the ohloh page. Awesome stuff.
    This is terrible that after 21 years Linux users still need applications for Windows.

  5. #5
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    @ Q

    try running sims 1 or sims 2 under previous wine's and that is your answer.

    basicaly you have different shaders, and you have a maximum number of shaders availible. this depends on your graphics card and how many it supports. in opengl, it will report how ever many your graphics card supports, and any more is, well, scuks for you if you need more. in direct3D, there is some number i cant remember off the top of my head of maximum number of shaders availible, lets just say for simplicity its 12,565, im not shure if thats it but its something arbitrary like that. direct3D will use however many shaders your graphics card supports first, and if it runs out, will start to use the software shaders to fill in. with wine since opengl doesnt support extra software shaders, we cant actualy support any more shaders than the card(or driver) provides and it throws an error. there is a similar issue where wine uses a few d3d shader slots in teh proccessof convertng it to opengl that is pretty much unavoidable and if an application expects all the shader slots to be availible and tries to use them as such, you will have an error.

    to me, having a d3d shader compiler like what is stated in the patch notes would allow you to support software shaders and thus hopeflly avoid at least the first of these problems. not 100% shure though.

    also, it would be really nice if we could have a list of what all the DIB engine does NOT currently support rather than it being stated as done like a year ago even though every new wine release another part of it is stated as done. its really hard to tell if the dib engine is really working as a finished product.

  6. #6
    Join Date
    Dec 2011
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    Default I miss World Wine News Issue

    I miss the World Wine News Issues.
    It was information that came every now and then with status of Wine and how things are progressing.

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