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  1. Two can play at that game: winemac.drv is too...

    Two can play at that game: winemac.drv is too platform specific (OS X only, and they even support X11!). It should be removed from wine immediately.

    When it lives next to wined3d and is switchable...
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    I don't know how their stuff works, but I think...

    I don't know how their stuff works, but I think what they want is a WDDM DDI driver with a fake GPU underneath. The way this is implemented would replace the D3D stack (d3d9.dll) which is arguably...
  3. It's designed so that the state tracker doesn't...

    It's designed so that the state tracker doesn't know about the window system, only the subsystem (drm in this case). For this I came up with ID3DAdapter9 and its accompanying Present interfaces....
  4. Really? Because it compiles into a linux native...

    Really? Because it compiles into a linux native library that loads linux native driver modules that speak to the linux kernel through a linux native libdrm. Is libGL.so not native because wine...
  5. Because people will think "oh, we can use D3D9 on...

    Because people will think "oh, we can use D3D9 on linux, let's just use that for our new game! Yay, free crossplatform/Xbox support!"
  6. Yes but I don't see why you'd want to. You could...

    Yes but I don't see why you'd want to. You could just -lwine and compile. The idea of using D3D9 on linux is rather abhorrent and unless someone writes pipe_gl.so I refuse to even entertain the...
  7. Let it be known that I tried to hold back but no...

    Let it be known that I tried to hold back but no one here apparently read the README or for that matter the e-mail itself.


    You say this as if we didn't learn from Luca. Key differences:

    We...
  8. I feel like replying to all you D3D9 wishing...

    I feel like replying to all you D3D9 wishing people. I was the one working on it for fun and I scrapped all the code (because it sucked). Luca inspired me to pick it back up again and I just...
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    The OpenGL spec doesn't allow us to decrease...

    The OpenGL spec doesn't allow us to decrease details. That's why we have stuff like piglit to test the conformance of the driver to the spec. Every pixel has to be perfectly on the money or it's...
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    It's a fairly unimportant point. He's likely not...

    It's a fairly unimportant point. He's likely not using XvBA on the Catalyst stack and there's no video decoding acceleration in the open stack at all. All he's really benchmarking is how much CPU...
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    A little tip for next time Michael: know what...

    A little tip for next time Michael: know what you're benchmarking. Things like Xv and XRENDER have NOTHING to do with mesa, and everything to do with the DDX
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    That could actually raise a concern under linux....

    That could actually raise a concern under linux. Luckily again for us though, the vtable won't ever change on the C++ objects, as the API has already been decided upon (and somewhat abandoned)....
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    In that case sorry. I read 'dynamic linking' and...

    In that case sorry. I read 'dynamic linking' and didn't think for a second about runtime linking. Yes, that does get ugly as all hell with C++ classes. Namely because you have to resolve every single...
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    I'm not sure I understand what you mean by "dummy...

    I'm not sure I understand what you mean by "dummy implementation" but I can assure you I'm not taking code from WINE. I sometimes look at their implementation to figure out undocumented details but...
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    Why is everyone convinced I'm trying to screw you...

    Why is everyone convinced I'm trying to screw you all over? If you're seriously idiotic enough to think that executables store the memory address of all external functions statically, try compiling...
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    I might have been a bit unclear here: Presumably...

    I might have been a bit unclear here:
    Presumably when you first call the function, the mangled name is resolved. This resolution is then stored so that further calls into the library don't need a...
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    Since you're insisting on making a complete ass...

    Since you're insisting on making a complete ass of yourself, let me clarify with examples from my own code.
    The library has an allocator function (and automatic deallocator but peace be with that...
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    I'm quite literally doing the exact same thing...

    I'm quite literally doing the exact same thing COM is doing. D3D9 uses allocator and deallocator + private constructors inside the library itself. The first function that will be called...
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    Calling a function on a COM object: (Windows) ...

    Calling a function on a COM object: (Windows)

    d3d9->CreateDevice(...)
    Calling a function in a C++ class: (Nine)

    d3d9->CreateDevice(...)

    You're totally right! It's completely different and...
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    I don't mind it being spread around the internet,...

    I don't mind it being spread around the internet, but I do very much mind it being blown completely out of proportion.
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