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Thread: Wine's Shader Compiler Now Handles... Reflections

  1. #1
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    Default Wine's Shader Compiler Now Handles... Reflections

    Phoronix: Wine's Shader Compiler Now Handles... Reflections

    There's a new unstable version of Wine available on this Friday. There's only a few prominent changes, but among them is finally having reflection support in its Direct3D shader compiler...

    http://www.phoronix.com/vr.php?view=OTE3NQ

  2. #2
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    Phoronix, please, you're missing the most important feature of this wine.
    It can now use natively sRGB textures (if the driver supports it) which means, that games using sRGB textures are not going to be disproportionally slow but would run just as good as in Windows.

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    Am I the only one who things that the wine developers have their priorities screwed up? How about making it actually run real useful and necessary software before messing with implementation of pointless graphical features that nobody really needs?

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    Quote Originally Posted by droidhacker View Post
    Am I the only one who things that the wine developers have their priorities screwed up? How about making it actually run real useful and necessary software before messing with implementation of pointless graphical features that nobody really needs?
    I guess it's because their userbase mostly votes for games:

    http://appdb.winehq.org/votestats.php

  5. #5
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    Yes Linux is good for games, especially thanks to WINE. Don't you know? This is where people flee when bashed by "professionals" assigning linux to server, or when they are tired of windows, tired of viruses, tired of companies not releasing linux native version.

    In fact, and sadly, AMD graphics card linux users make some portion in windows gaming segment.

    And they do not need .net, it seems .net actually started to walk here on his own in form of Miguel.

    Whats left,.. visual basic?

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    What kind of reflection are we talking about here?

    Mirrors or Reflection in computer programming.

  7. #7
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    Looks like this is referring to "code" reflection not the graphical effect (the article could have been clearer on that...)

    The Wine developers implemented methods needed for the ID3D11ShaderReflection interface, which returns information about a shader.

  8. #8
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    The article could only have been clearer about that if Michael had understood it correctly.

  9. #9
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    what ever happened to that legitimate dx10 and dx11 implementation into wine? if thats still happening, the wine developers should seriously ditch the open gl conversion into dx and focus more on the functionality of wine itself. seriously, all wine needs is a REAL dx and everything should be relatively easy from there on, making small tweaks here and there for any program or game that doesn't work for reasons irrelevant to graphics.

  10. #10
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    Quote Originally Posted by schmidtbag View Post
    what ever happened to that legitimate dx10 and dx11 implementation into wine? if thats still happening, the wine developers should seriously ditch the open gl conversion into dx and focus more on the functionality of wine itself. seriously, all wine needs is a REAL dx and everything should be relatively easy from there on, making small tweaks here and there for any program or game that doesn't work for reasons irrelevant to graphics.
    Did you mean using the the Gallium 3D State tracker for DX10/11?

    I think that that would be the best way to go about it.

    +1 To that idea

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