Hi.
Stefan Dösinger wrote:
> Am Samstag, 15. Dezember 2007 12:19:36 schrieb Alexander Dorofeyev:
>> This seems to be specific to front buffer. Maybe
>> glFlush really should be called in BltOverride (or clearing subroutine) if
>> the target is front buffer?
> Yes, glFlush() has to be called when w
Am Samstag, 15. Dezember 2007 12:19:36 schrieb Alexander Dorofeyev:
> This seems to be specific to front buffer. Maybe
> glFlush really should be called in BltOverride (or clearing subroutine) if
> the target is front buffer?
Yes, glFlush() has to be called when writing to the front buffer. SwapBuf
Hi.
Here's preliminary version of a changes to BltOverride/Clear, with Clear
subroutine approach discussed previously. Please look through it if you can.
Basically everything except a check for error condition and deciding the target
surface moved from Clear to subroutine. Another thing I did
Am Freitag, 14. Dezember 2007 10:55:10 schrieb Michael Stefaniuc:
> I don't know what you mean with proper inline. It's true that "inline"
> is only a hint to the compiler but normally the compiler knows anyway
> better what to inline and what not.
>
> If you really want to force an inline you have
Stefan Dösinger wrote:
> Am Freitag, 14. Dezember 2007 02:46:42 schrieb Ivan Gyurdiev:
>> As for the "object oriented programmer" - I would hope every programmer
>> thinks in terms of objects, even when writing C code.
>> The GLSL backend wouldn't be available today if the shader compiler was
>> st
Am Freitag, 14. Dezember 2007 02:46:42 schrieb Ivan Gyurdiev:
> Your codebase is constantly getting more complex, and now you're having
> threading issues, which will only get more important with multi-core and
> other such things becoming standard. Meanwhile graphics cards are
> getting a lot mor
> A lot of code in WineD3D avoids the getters and setters, and just accesses
> the
> implementation structure. While any object oriented programmer screams when
> doing that, we need it for performance reasons. Currently we spend 10 to 20
> per cent of the CPU time spent in WineD3D just in sur
Hi,
You are right, there is some problem here.
I think that the code originates from times when this codepath in colorfill
was only entered when iface == device->render_targets[0], or when Clear
didn't set any draw buffer itself. But you have spotted correctly, if iface
is the device's front b
Hello.
I've spent some time trying to get into this stuff and what can be improved in
IWineD3DSurfaceImpl_BltOverride. Code that does glDrawBuffer in the Colorfill
path and possibly elsewhere indeed appears to be redundant to ActivateContext
and probably should go. That's in theory :), in pract
Am Dienstag, 11. Dezember 2007 07:06:02 schrieb Alexander Dorofeyev:
> Ok, thank you and Roderick for useful info. I figure that my previous patch
> wasn't ideal, unfortunately it introduced one more of such recursive
> ENTERGL / ActivateContext situations. I'll try to improve that and send
> anoth
Ok, thank you and Roderick for useful info. I figure that my previous patch
wasn't ideal, unfortunately it introduced one more of such recursive ENTERGL /
ActivateContext situations. I'll try to improve that and send another patch.
Regarding moving code around - I wish I was so competent in Direct
> Hello.
>
> I was recently experimenting with a fix that involved ActivateContext and
> needed
> to figure out whether it is ok if ActivateContext is called inside
> ENTER_GL()... LEAVE_GL() (also if recursive ENTER_GL is ok). At first I
> tried to
> look for example code in wined3d/surface.
Am Montag, 10. Dezember 2007 18:39:49 schrieb Alexander Dorofeyev:
> Hello.
>
> I was recently experimenting with a fix that involved ActivateContext and
> needed to figure out whether it is ok if ActivateContext is called inside
> ENTER_GL()... LEAVE_GL() (also if recursive ENTER_GL is ok). At fir
Hello.
I was recently experimenting with a fix that involved ActivateContext and
needed
to figure out whether it is ok if ActivateContext is called inside
ENTER_GL()... LEAVE_GL() (also if recursive ENTER_GL is ok). At first I tried
to
look for example code in wined3d/surface.c, which seeme
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