As anyone who uses WINE to run Windows games and other 3D applications must be acutely aware of, WINE's Direct3D reimplementation is not even close to fully functional on any OpenGL stack other than NVidia's proprietary driver. A large number of games and apps simply refuse to run on any 3D stack but NVidia's; many others need the user to disable application features (lowering detail levels, forcing the app to use a lower version of D3D, etc.) not merely for performance reasons but to get the application to run (or at least display correct graphics) at all.
My question is, what work, if any, is being done between the driver developers and the WINE developers to improve this situation? I realize that the open source ATI 3D stack is very much a work in progress right now, but frankly I don't expect things to improve even after Radeon 3D support is "finished" and the stack supports OpenGL 2.1 or 3.0. After all, the proprietary ATI driver and (I believe) the open source Intel driver both support OpenGL 2.0 or higher, and yet WINE isn't any more functional on them (in fact, in some cases even less functional) than on the open source ATI stack. Are the driver developers aware of what NVIdia-specific OpenGL extensions or other functionality WINE is relying on and planning to implement them? Are the WINE developers aware of cases where their code is overly dependent on NVidia specifics (e.g. relying on behaviour undefined by the OpenGL specifications that happens to work a specific way on NVidia) such that they, or some interested external contributor, can try to remedy it?
My question is, what work, if any, is being done between the driver developers and the WINE developers to improve this situation? I realize that the open source ATI 3D stack is very much a work in progress right now, but frankly I don't expect things to improve even after Radeon 3D support is "finished" and the stack supports OpenGL 2.1 or 3.0. After all, the proprietary ATI driver and (I believe) the open source Intel driver both support OpenGL 2.0 or higher, and yet WINE isn't any more functional on them (in fact, in some cases even less functional) than on the open source ATI stack. Are the driver developers aware of what NVIdia-specific OpenGL extensions or other functionality WINE is relying on and planning to implement them? Are the WINE developers aware of cases where their code is overly dependent on NVidia specifics (e.g. relying on behaviour undefined by the OpenGL specifications that happens to work a specific way on NVidia) such that they, or some interested external contributor, can try to remedy it?
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