DEV: Intel S2600C0, 2xE52658V2, 32GB, 4x2TB, GTX680, F20/x86_64, Dell U2711.
SRV: Intel S5520SC, 2xX5680, 36GB, 4x2TB, GTX550, F20/x86_64, Dell U2412..
BACK: Tyan Tempest i5400XT, 2xE5335, 8GB, 3x1.5TB, 9800GTX, F20/x86-64.
LAP: ASUS N56VJ, i7-3630QM, 16GB, 1TB, 635M, F20/x86_64.
For a long time to come the Microsoft compiler will likely generate faster code. Though the OpenGL shader compiler may be able to perform less optimizations on the precompiled HLSL code from the Microsoft compiler. This may actually be a disadvantage. The Wine HLSL compiler may generate less efficient code, but the code may be better suited for translation to GLSL. A good GLSL compiler may be able to compensate for inefficiencies. What will be better performance wise? Time will tell.
The Wine HLSL compiler will have some advantages though. Especially on older hardware SM2.0/SM3.0 hardware, scheduling of shader constants within a shader was not ideal. Games tried using constants which Wine wanted to use itself for emulating slight D3D/OpenGL differences. When Wine has its own compiler, it can try not to allocate shader constants in the range Wine wants for itself.
Even if Wine made the D3D API implementations auto-detect and accept GLSL source in place of the usual binary files, other third-party APIs cannot be magically converted, and there are such things as third-party tools that decompose and analyze the precompiled HLSL binaries.
ok, so this doesnt solve the problem of software shaders. would be nice if they focused on that some, it seems some of the earlier d3d games really did some weird stuff that would make this a requirment.
did they change their plans on basing the audio structure on openAL? i think at one time they were planning on rewriting the audio stack to use linux's openal to output everything and let openal handle all the system audioo hooks.
is there a plan for a simple pulseaudio backend then, ( i know about the pulse driver from pre wine 1.4, it was determined that it wouldnt be incorperated into wine since they were planning on rewriting the audio stack. dont know much more about it after that.)