Re: Generating OpenGL shaders from Direct3D shader bytecode

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

 



nfries88 wrote:
> So you guys also need an actual HLSL compiler/frontend to MojoShader. Sorry then, I thought all you needed was a bytecode converter.


If I understand correctly wine needs both a HLSL compiler (for game providing source shaders) and a binary converter. 

Wine already has its own binary converter, which is not - as far as I compared them - inferior to Ryan Gordon's one. Specifically, mojoshader does not support relative addressing with no CTAB, (nor zbuffer and pixel center issues), and output looked quite similar.







[Index of Archives]     [Gimp for Windows]     [Red Hat]     [Samba]     [Yosemite Camping]     [Graphics Cards]     [Wine Home]

  Powered by Linux