Joe DeFuria
Legend
Humus said:The only thing needed is to ensure that the shader is mathematically and functionally equivalent and generates expected output.
And the only way to coming close to ensuring that, IMO, is to have one "independent" body controlling the compilers. (Independent meaning not an IHV).
Having the HLSL compiler in the driver gives the driver much more possibilities for optimisations.
Both good and bad. In the D3D market (lots and lots of games, consumer rather than professional audience) I'd rather the focus be put on consistency, stability, and less burdensome development for IHVs.
As long as reviewers check image quality we should be fine. The OpenGL way is the best way IMO.
I disagree. I think the GL model is fine for its market...(more prefessionally oriented). It has its pros and cons vs. the DirectX model, and in the consumer market, I think the cons outweigh the pros.