RE: DSurface optimization, comments requested

2008-07-25 Thread Stefan Dösinger
> Stefan knows this part of the code better than me, but I don't think > there's anything wrong with the concept of the patch. I agree with Henri on a quick look. I want to add though that you have to watch out not to dereference DestRect without checking it for NULL first

Re: DSurface optimization, comments requested

2008-07-25 Thread H. Verbeet
2008/7/25 Aric Stewart <[EMAIL PROTECTED]>: > -IWineD3DSurface_LockRect(iface, &dlock, NULL, 0); > +IWineD3DSurface_LockRect(iface, &dlock, DestRect, 0); > dfmt = This->resource.format; > slock = dlock; I don't think you can simply insert DestRect there, unless it's

DSurface optimization, comments requested

2008-07-25 Thread Aric Stewart
Hi there, I was playing with a older Japanese side scrolling shooter benchmark and was getting 4.3 frames per second. Some digging revealed that the game made extensive use of Blt on gdi surfaces and it looks like the current implementation of Blt actually locks the entire destination surface