dx5/6/7/8/9-->10.1 wrapper

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AnarchoCapitalist
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dx5/6/7/8/9-->10.1 wrapper

Postby AnarchoCapitalist » Fri Sep 17, 2010 1:25 pm

I love nglide and I know that if anyone could make a perfect wrapper it would be zeus. So I was thinking that a good idea would be a dx5/6/7/8/9-->10.1 wrapper. I would fix the following issues:

SM3.0 games using deferred rendering would work with driver-forced AA if their D3D calls were translated to 10.1. There are driver hacks for some games, but not all.

16 bit lack of Dithering could be fixed by forcing an RGBA8 frame buffer. Or dithering could be emulated.

W-buffer could be emulated or a 32 bit FP Z-buffer could be forced which would be closer to a w-buffer than a 24 bit Fixed point z-buffer.
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Zeus
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Re: dx5/6/7/8/9-->10.1 wrapper

Postby Zeus » Fri Sep 17, 2010 3:02 pm

Great idea and it's much needed!

But I think it won't be me or my teammate. We must finish nGlide project. ;)

BTW, I'm wondering is this task not too complex? DX is not just Direct3D but DirectSound, DirectInput, DirectMedia.

AnarchoCapitalist
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Re: dx5/6/7/8/9-->10.1 wrapper

Postby AnarchoCapitalist » Sat Sep 18, 2010 2:03 pm

I just meant the D3D component.:)
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myloch
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Re: dx5/6/7/8/9-->10.1 wrapper

Postby myloch » Thu Sep 30, 2010 4:18 pm

Yep. Especially a hack to solve the "zbuffer issue" with new ati/nvidia cards. Some games like Omikron the nomad soul, sports car GT, pc atletismo 2000, die by the sword (direct3d obviously). And I'm sure there are tons of other broken old games out there. see this topic: http://forums.amd.com/game/messageview. ... did=116569

Squall Leonhart
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Re: dx5/6/7/8/9-->10.1 wrapper

Postby Squall Leonhart » Thu Jun 02, 2011 12:10 am

AnarchoCapitalist wrote:I love nglide and I know that if anyone could make a perfect wrapper it would be zeus. So I was thinking that a good idea would be a dx5/6/7/8/9-->10.1 wrapper. I would fix the following issues:

SM3.0 games using deferred rendering would work with driver-forced AA if their D3D calls were translated to 10.1. There are driver hacks for some games, but not all.

16 bit lack of Dithering could be fixed by forcing an RGBA8 frame buffer. Or dithering could be emulated.

W-buffer could be emulated or a 32 bit FP Z-buffer could be forced which would be closer to a w-buffer than a 24 bit Fixed point z-buffer.


unfortunately, what you are asking is absolutely impossible.

Its not the shaders used that poses the problem but how they are implemented, and the draw calls required to pose the difference would utterly saturate cpu's into the near future.

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CosmicDan
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Re: dx5/6/7/8/9-->10.1 wrapper

Postby CosmicDan » Sun Jun 26, 2011 1:00 pm

This is the kind of thing that has many of us wanting WINE (the Windows "emulator" for Windows) built and working in Windows. WINE has a Direct3D9 (and below) wrapper to OpenGL which is very mature. The objective you are thinking would be to play Win9x games on extremely modern machines, right? I still pray every night for more progress on Wine On Windows...
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3dfxer
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Re: dx5/6/7/8/9-->10.1 wrapper

Postby 3dfxer » Mon Jun 27, 2011 1:56 pm

There are also builds of the wine d3d dlls for use on windows machines.

Haven't been updated for a year or so though, and I never got anything working with them. But maybe someone else has more luck.

http://www.nongnu.org/wined3d/

For compiling newer versions see here:

http://wiki.winehq.org/WineD3DOnWindows

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CosmicDan
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Re: dx5/6/7/8/9-->10.1 wrapper

Postby CosmicDan » Fri Jul 01, 2011 11:25 am

Yes indeed.... it's over my head though! But I have noticed slow-yet-steady progress on the "WineOnWindows" page.
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