Stefan Dösinger wrote:
>> Ok I have a machine at home that I think has a GeForce card in it
>> or
>> a Radeon (I cant remember) that I will run on. Would it be better to
>> write the test code or find something like 3D mark or the like?
> Look at dlls/d3d9/tests/*.c for how the Wine tests work
Stefan Dösinger wrote:
>> Ok I have a machine at home that I think has a GeForce card in it
>> or
>> a Radeon (I cant remember) that I will run on. Would it be better to
>> write the test code or find something like 3D mark or the like?
> Look at dlls/d3d9/tests/*.c for how the Wine tests work
> Ok I have a machine at home that I think has a GeForce card in it
> or
> a Radeon (I cant remember) that I will run on. Would it be better to
> write the test code or find something like 3D mark or the like?
Look at dlls/d3d9/tests/*.c for how the Wine tests work
Stefan Dösinger wrote:
>> Ok I will work on the test case when I get a chance... (I think I can
>> do
>> this in a vmware session if not it is going to have to wait till I get
>> to the house where I have a windows machine).
> Actually, you have to be careful with D3D and vmware. D3D is highly driv
> Ok I will work on the test case when I get a chance... (I think I can
> do
> this in a vmware session if not it is going to have to wait till I get
> to the house where I have a windows machine).
Actually, you have to be careful with D3D and vmware. D3D is highly driver
dependent, up to the point
Stefan Dösinger wrote:
> My performance concern is about the switch statement itself, less about the
> actual value checking. If you have something like
>
> switch(renderstate) {
> case WINED3DRS_A:
> case WINED3DRS_B:
> doSomething();
> break;
>
> default: break;
> }
My performance concern is about the switch statement itself, less about the
actual value checking. If you have something like
switch(renderstate) {
case WINED3DRS_A:
case WINED3DRS_B:
doSomething();
break;
default: break;
}
The binary code
2008/7/28 Chris Ahrendt <[EMAIL PROTECTED]>:
> Please comment on the attached patch and let me know what you think..
Almost all of my comments on the original patch still stand. In
addition, you're adding trailing spaces, and you've got an unnecessary
whitespace change in there.
While sitting on the airplane I reworked and rethought the set render
states routine I sent last night and have figured out a more efficient
way for it to run...
Logically thinking it through
208 of the 240 states passed into this routine do nothing and have no
real type checking other than to m