Stefan is responsible for large parts of Direct3D in Wine. Gamers, please do pitch in and help with some Extreme Wining :-) - d. ---------- Forwarded message ---------- From: Stefan D?singer <stefandoesinger at gmx.at> Date: 2009/6/24 Subject: Shameless call for game testing To: wine-devel at winehq.org Hi, I need some help for people who spectate this list and use Wine mostly for gaming. In the past weeks, I have improved our ARB shader backend to support Shader Model 3.0 on cards that support GL_NV_vertex_program3 and GL_NV_fragment_program2(Geforce 6+), and 2.0 on other cards that have support for the needed shader constants(ATI Radeon 9500+, intel chips). What is this good for: *) Works better on platforms with bad GLSL support, like Macs and Mesa *) Deal with some corner cases, like texldd support on dx9 nvidia cards *) Slightly better performance in some games However, GLSL is the default right now, and we don't want to change this anytime soon, but I'd still like to get some testing of the ARB code. So I'd be happy if some people could disable GLSL(HKEY_CURRENT_USER/Software/Wine/Direct3D/UseGLSL="disabled") and see how their games work? In the ideal world, the results are like this: *) Everything that works with GLSL works with ARB on NV cards *) The ARB backend is slightly faster(I've seen approx. +10%) Can you test your games, and if something does not work that works with GLSL file a bug and assign it to me? Also please file a bug if there is a noticeable performance loss, or if ARB is MUCH faster(hints towards a GLSL shader code bug). If the game runs just fine, feel free to reply to this mail with your results and GLSL performance comparisons. Note that ATI cards do not support SM 3.0 with ARB. This is NOT a bug. Those cards just don't have any extensions that provide the additional features with ARB shaders, so you have to use GLSL there if you need SM 3.0. Thanks for your help, Stefan