Re: Using ApiTrace to improve D3D/OpenGL performance

2011-09-30 Thread Emanuele Oriani
2011 22:07, Emanuele Oriani wrote: This might be useful to understand where some bottlenecks of wined3d might be? What do you think? Yeah, I'm aware of apitrace, through Mesa. I haven't used it for debugging wined3d so far, but I probably will at some point. I'm not sure it'

Using ApiTrace to improve D3D/OpenGL performance

2011-09-30 Thread Emanuele Oriani
Dear all, Just wanted to bring to your attention ApiTrace 2.0, http://zrusin.blogspot.com/2011/09/apitrace-20.html . Apparently this tool is quite fast and should allow to play back GL commands, to analyse performance and replay commands. This might be useful to understand where some bottleneck

Re: D3D performance debugging report

2011-05-02 Thread Emanuele Oriani
nger wrote: On Sunday 01 May 2011 14:34:53 Emanuele Oriani wrote: Indeed, I've written a spinlock with GCC extension and replaced the EnterCriticalSection in the x11 drv file. Apart that the lock has got to be recursive, so I implemented a quick (but incorrect) recursive spinlock for the pur

Re: D3D performance debugging report

2011-05-01 Thread Emanuele Oriani
olatile("sfence" ::: "memory"); } Please keep in mind this is a test code, but apparently it's working. Again, performance in case of SC2 isn't that much... but probably should test better/with other games? Let me know, Cheers, On 01/05/11 09:33, Stefan Dösinger wrot

Re: D3D performance debugging report

2011-04-30 Thread Emanuele Oriani
Hi Stefan, What do you think about using inline spinlocks (in asm code maybe) to implement locks? Clearly an optimized spinlock would mean different code for different compilers/architectures, but shouldn't it be the best solution? For your reference, once I commented out the GL locks to see St

Instrumenting wined3d library

2011-04-22 Thread Emanuele Oriani
Hi guys, I'd like to instrument wined3d in order to get to the bottom of the two issues with StarCraft II: - low FPS when we don't set affinity of all threads on one core - low FPS when shader level is > MEDIUM Which kind of function should I instrument? I've instrumented all the non static in

Re: sc2 performance (was: Wine and D3D)

2011-01-11 Thread Emanuele Oriani
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Am 10.01.2011 um 22:03 schrieb Emanuele Oriani: 2) Stefan, do you have any hint on where we should start optimizing the calls of D3D -> OpenGL functions? Where do we waste time/CPU cycles? A few bugs that are probably easier to fix(there's

Re: sc2 performance (was: Wine and D3D)

2011-01-10 Thread Emanuele Oriani
Hi Stefan/Dan, following a couple of answers. 1) Apparently rendering is not multi-threaded. I've run the process as specified by Stefan and saved std::err on a file. The command grep ":d3d9:" /home/ema/sc2.log.txt | sed 's/:.*//g' | sort -u | uniq -c Produces only one value. 2) Stefan, do yo

Wine and D3D

2011-01-09 Thread Emanuele Oriani
Hi wine developers, I'm a wine user and StarCraft II player. Unluckily Blizzard has left D3D only mode in win32 executable. The game doesn't use CPU/GPU at 100%, but on Linux what happens is that we have a lot less FPS than windows. To get some more FPS, like 50% more, we set one core (or all c

Re: Wine and D3D

2011-01-09 Thread Emanuele Oriani
course :-) Cheers, Stefan Am 08.01.2011 um 19:34 schrieb Emanuele Oriani: My fear is that Blizzard has introduced some sort of FPS limit and probably wine doesn't cope very well with that. And, potentially they're using multi-threaded rendering as well. Not as far as I know, but it is e

Wine and D3D

2011-01-08 Thread Emanuele Oriani
Hi wine developers, I'm a wine user and StarCraft II player. Unluckily Blizzard has left D3D only mode in win32 executable. The game doesn't use CPU/GPU at 100%, but on Linux what happens is that we have a lot less FPS than windows. To get some more FPS, like 50% more, we set one core (or all c