Valve's Direct3D To OpenGL Translation Layer ToGL Published

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in games on (#3FP)
As GamingOnLinux.com reports, Valve Software - creators of Steam - have posted their Direct3D to OpenGL translation layer onto github. From their readme:
Direct3D ->OpenGL translation layer.

Taken directly from the DOTA2 source tree; supports:

Limited subset of Direct3D 9.0c
Bytecode-level HLSL ->GLSL translator
Some SM3 support: Multiple Render Targets, no Vertex Texture Fetch

This most likely won't build by itself and is provided as-is and completely unsupported. Feel free to use it for your reference, incorporate it into your projects or send us modifications.

Be wary that some parts are hardcoded to match Source Engine behavior; see CentroidMaskFromName() and ShadowDepthSamplerMaskFromName() in dxabstract.cpp.
ToGL may be useful for projects like Wine and for other developers looking to make the porting job easier. They have left in some hardcoded Source Engine stuff as it was literally ripped out from DOTA2.

Good for them (Score: 4, Insightful)

by nightsky30@pipedot.org on 2014-03-12 11:43 (#H1)

I'm glad to see Valve trying to push this further. Are they currently using this translation layer for their own ported titles like HL2, L4D/L4D2, etc? I thought they were doing complete ports to OpenGL. Perhaps the overhead is minimal to neglegent. Either way, they have done a great job. I think my games perform better under Linux than Windows. The only down side was losing a few titles that haven't been ported, yet.
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