Stefan, are these patches already present in the wine 1.7.2 release? Now
that the official 1.7.2 Ubuntu packages have been published, I'm trying to
figure out how to get your CSMT changes into the PPA that I maintain.
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Am 2013-09-15 21:47, schrieb Forest:
>> In the past months I have been working on a command stream /
>> worker thread for wined3d. It moves most OpenGL calls into a
>> separate thread to improve performance (bug 11674) and fix some
>> bugs that are oth
>In general, this patchset helps more for mostly CPU limited
>applications than for mostly GPU limited applications. That roughly
>means that in general you'll see a larger difference on lower
>resolutions or with less demanding applications / graphics settings,
>and that you'll see a larger differ
On 15 September 2013 21:47, Forest wrote:
> I wonder if the 80%+ gains reported in other games are not to be seen in
> Guild Wars 2, or if they're heavily dependent on CPU, GPU, graphics driver,
> and screen resolution.
>
> For the record, I'm using an Intel i5-3570K (stock speeds), GeForce GTX
>
>In the past months I have been working on a command stream / worker
>thread for wined3d. It moves most OpenGL calls into a separate thread
>to improve performance (bug 11674) and fix some bugs that are
>otherwise hard to fix (24684).
Thank you, Stefan!
I applied your patches to the Ubuntu PPA th
Hi Stefan,
I've tested two games "FarCry3" and "Splinter Cell Blacklist" with :
- Wine 1.7.1 + CS patch + CSMT On/Off
- Wine 1.7.1 clean
- CSMT On = CSMT enabled + StrictDrawOrdering disabled
- CSMT Off = CSMT disabled + StrictDrawOrdering enabled
I run the game by *WINEDEBUG=fps,err-all,fixme-a
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Am 2013-09-04 20:11, schrieb Prot Secret:
> Hi, I am interested in your work, but after patching wine171 of
> this patch and enabled csmt, i have seen this in SC2
> http://postimg.org/gallery/1w8y6jbg I use nvidia GTX 680 with
> proprietary i386 nvidi
Hi, I am interested in your work, but after patching wine171 of this patch
and enabled csmt, i have seen this in SC2
http://postimg.org/gallery/1w8y6jbg
I use nvidia GTX 680 with proprietary i386 nvidia driver 319.49.
Where I could be wrong, or what else can be set that would be normalized
image u
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Am 2013-09-04 16:30, schrieb Vedran Rodic:
> Using a blit copy to avoid stalling on 12b glBufferSubData() to a
> busy buffer object.
The long term plan is to use GL_ARB_buffer_storage to create buffers
that can be used for rendering while mapped. That
Hello,
I was not subscribed to wine-devel, so I can't reply to Stefan's mail
directly, but here are some of my observations with Dota 2 on an Intel
HD4000 GPU.
Intel Mesa driver doesn't seem to like glBufferSubData in a way this
patchset uses it.
I get many many messages like these per frame when
On Tue, 3 Sep 2013 08:57:48 -0500
Rosanne DiMesio wrote:
> Third patch doesn't apply:
Nevermind. I figured out my mistake (overlooked the part about applying to
1.7.1).
--
Rosanne DiMesio
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Am 2013-09-03 15:57, schrieb Rosanne DiMesio:
> On Mon, 02 Sep 2013 15:55:18 +0200 Stefan Dösinger
> wrote:
>
>
>> You can test the attached patches by applying them (git am
>> /path/to/patches/*)
>
> Third patch doesn't apply:
They are against Wi
On Mon, 02 Sep 2013 15:55:18 +0200
Stefan Dösinger wrote:
> You can test the attached patches by applying them (git am
> /path/to/patches/*)
Third patch doesn't apply:
Applying: wined3d: Don't mess with the device in buffer_create_buffer_object
Applying: wined3d: Don't mess with the device in
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