Re: D3D performance debugging report

2011-05-02 Thread Henri Verbeet
On 2 May 2011 13:20, Emanuele Oriani wrote: > Hi, let me agree with you... probably there might be one or two fixes > somewhere which will make performance go better, but apparently the idea is > that now, if "early optimization is the root of all evils" was true a while > a go, I guess we're at a

Re: D3D performance debugging report

2011-05-02 Thread Emanuele Oriani
Hi, let me agree with you... probably there might be one or two fixes somewhere which will make performance go better, but apparently the idea is that now, if "early optimization is the root of all evils" was true a while a go, I guess we're at a place where all the small optimizations should t

Re: D3D performance debugging report

2011-05-01 Thread Stefan Dösinger
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 purpose of run

Re: D3D performance debugging report

2011-05-01 Thread Emanuele Oriani
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 purpose of running SC2 and difference was barely negligible. The biggest

Re: D3D performance debugging report

2011-05-01 Thread Stefan Dösinger
On Saturday 30 April 2011 18:26:04 Emanuele Oriani wrote: > 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 soluti

Re: D3D performance debugging report

2011-04-30 Thread Stefan Dösinger
On Saturday 30 April 2011 17:18:54 Stefan Dösinger wrote: > 9-11) Distributor / End use choice. Note that some compiler > flags(especially the framepointer one) can break apps and copy protection > systems. Forget about -O3. I can't get any Windows game working with that. Apparently I am already l

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

Re: D3D performance debugging report

2011-04-30 Thread Stefan Dösinger
Hi, Here's another update. First I expanded my performance tests at https://84.112.174.163/~git/perftest a bit. The old tests were renamned to streamsrc_d3d and streamsrc_gl, and I added another set of tests that just tests the draw overhead without ever changing any states: drawprim_d3d and dr

D3D performance debugging report

2011-04-27 Thread Stefan Dösinger
Hi, I spent a few hours debugging wined3d performance today. No, I found no magic fix for the slowness, just some semi-usable data. First I wrote a hacky patch to avoid redundant FBO applications. This gave a tiny, tiny performance increase, see http://www.winehq.org/pipermail/wine- devel/2011-