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I saw that as well featured on Phoronix. There's a potential case I see where this shim layer from Valve is useful.
  • Cxbx adopts DirectX 9, up from the DirectX 8 SDK it is built against. There was some work done on this previously and a patch is floating around.
  • Subsequently, the shim layer is used to improve certain Xbox-only DirectX extensions or enums which are easier to do on OpenGL.
  • Thus making available further OpenGL debugging or validation tools to improve conformance.
There's perhaps a *very* long term goal of making Cxbx cross-platform. However up front I think the benefit is opening Cxbx up to the world of OpenGL debuggers.
 
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