Hello everyone. I don't know if this was ever asked, if so sorry. 1.Let's assume we have a source code from some old Windos program for example: a game that useed D3D6, and was released around year 2000, we know that this program works perfectly under wine - am I correct in assuming, that - with the use of winelib - we could compile the source, and create a Linux/BSD/Solaris/whatever executable? 2.We have a source of some new fancy game that use pixelshader, verhexshaders and so on... Again - assuming this game, works perfectly under wine, would it be possible to compile the code with winelib, and if so - would that speed up the game by "translating" HLSL to GLSL during compilation (so the translation wouldn't have to occure "on the fly", when the program is running)? Thanks in advance. Best regards.
James_Huk wrote:> > 1.Let's assume we have a source code from some old Windos program for example: a game that useed D3D6, and was released around year 2000, we know that this program works perfectly under wine - am I correct in assuming, that - with the use of winelib - we could compile the source, and create a Linux/BSD/Solaris/whatever executable? >No. The result will still need to be run under Wine. (You could bundle the app with an isolate version of wine, though, like Picasa did.) Winelib is useful primarily for non-x86 platforms. James_Huk wrote:> > 2.We have a source of some new fancy game that use pixelshader, verhexshaders and so on... > Again - assuming this game, works perfectly under wine, would it be possible to compile the code with winelib, and if so - would that speed up the game by "translating" HLSL to GLSL during compilation (so the translation wouldn't have to occure "on the fly", when the program is running)? >Not trivially, although with the source, you would be in a pretty good position to find and avoid the bottlenecks. winelib is not the solution, though. You're better off just building a windows .exe with visual studio, and running it under wine, except in rather special circumstances.
winelib really does not contain any platform particularly stuff to prevent different cpus from being used. The wine loader on the other hand. Highly picky. http://sourceforge.net/projects/hlsl2glsl/ converters exist. Cache would be possible for hlsl stuff. There is a problem of course. Lot of hlsl is not static and is basically altered on fly. Lot of cases if you have the source porting to opengl and not requiring wine should be considered.
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