Originally posted by chaos386
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Gallium3D To Enter Mainline Mesa Code
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According to an earlier post by phoronix, Gallium3D has a Direct3D state tracker internally at Tungsten Graphics, it isn't public, yet...
If Gallium3D implements Direct3D, then Wine can simply pass Direct3D calls to G3D, which might allow OSS drivers to have better Windows gaming support than Nvidia.
Also, having Gallium allows instant generic XvMC to any gallium driver, soon va-api will also be supported.
I'm wondering if Gallium will support vdpau(to some extent at least...)
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Originally posted by chaos386 View PostThat doesn't make much sense to me. From what I've read, the idea behind Larrabee is that, while DirectX and OpenGL will be supported through software libraries, developers will eventually program for it directly since it's x86, so making a brand new API would be a waste of effort.
Well yeah, that's why we'll be stuck with DirectX 11 in the future, too, and Larabee won't be a big thing that solves all Graphics API mess
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right. the intel's api won't have something to do with graphics (at least primarly). http://techresearch.intel.com/articl...Scale/1514.htm
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Originally posted by deanjo View PostRumors have it intel is going to try to push it's own API
http://www.fudzilla.com/index.php?op...11361&Itemid=1
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Originally posted by ethana2 View PostI'm talking about implementing a Direct3D API that WINE can just pass D3D to instead of having the WINE folks try to reimplemented it in OpenGL, so they can focus on the actual win32 API.
There are also versions of Wine for Mac, *BSD and possibly others. OGL is available on all of those, G3D isn't. Even if there was a DX implementation on top of G3D on Linux, the DX->OGL wrapper in Wine would have to be maintained. Adding G3D-support does not simplify maintenance, it adds additional code.
Still, having a DX API on top of G3D might be good for the few companies trying to port their games, but most of them use engines with an OGL backend anyway (UT/iD). And there might be some performance improvements in Wine.
If you compare that to the work of a DX-implementation on G3D, it's hardly worth it.
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Originally posted by mirza View PostOf course we will use some API, but drawing scene with ray-tracing is completely different then current rendering. Currently, there is lot of work CPU must do to paint image that "feels" realistic. Thats why we really need C/C++ right now. In ray-tracing, you just setup a scene, no object simplification (removing points) is needed, no tricks for shadows, no calculating parts of scene that you can/can't see (reducing scene size for faster rendering) etc. You can just send massive scene to GPU and use CPU only to re-arrange objects there. That would greatly simplify code for graphical part of the game. Still, AI and physics must be done on the CPU, but Java (or .NET in case of MS) can do that, I am pretty sure. Benefits are obvious (debugging multithreaded app is one clear example).
However, I doubt that game developers will really accept Intel's own API (if it's really creating an own one) if they don't do something to keep up backwards compatibility. On the other hand, you can't really implement a backwards compatible ray tracer on current systems as that would simpley screw up the whole API ;D
Look how the company (now NVIDIA ofc) behind PhysX handled the new API: they provided a general set of functions to do some drawing stuff which made use of PhysX technology if available but also provided a fallback mechanism with "conservative" methods. Thus, quite a few developers adopted it as there was no risk in losing support for older hardware.
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Originally posted by chelobaka View PostThere is no reason to implement D3D in Gallium3D considering amount of work needed. WINE does its job well enough. Most of the apps already created for D3D will never be ported to Linux even if we'll have D3D compatible API due to devs stuck to M$ platform.
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