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'
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
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
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
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
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
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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
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
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
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
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
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