--- Nick Burns <[EMAIL PROTECTED]> wrote: > results of wined3d - d3d9 regression testing on > windows98se gf4 4200 64MB > (using wined3d+GLX->WGL patch) > > General overview > some demos give odd crash on exit > resizing windows is hacked (blame me) -- instead > of stretching the output > -- it simply changes the vireport size > for programs that enumerate display modes the > screen flashes alot > for programs that enumerate display formats it > takes a LONG time to > startup The slowdown is caused by this patch: http://www.winehq.org/hypermail/wine-patches/2005/04/0289.html
I've been working on an improved version that looks up what the graphics card supports once and generates a lookup table for later validation which makes the checks more or less instant, but it's not quite yet ready yet. > dx9_texture_mipmapping (same as real d3d9 -- except > very very slow and the > filter work differently -- ... hard to explain) > dx9_spot_light (the spot light does not look the > same -- in fact the edges > are sharp not smooth) lights are different in OpenGL compaired to DirectX > dx9_texture_addressing (... works on wined3d but not > my real d3d9) That's because your card doesn't support texture borders under DirectX, but OpenGL does. > dx9_2d_demo_game (extremely SLOW -- animations?? > unsure too slow (like 0.1 > fps)) I've got a fix that gets the frame rate upto around 30fps. > ------------- > additional tested demos > fullscreen (cannot find windowed mode?) -- cannot > press f2 (crashes)) The fullscreen not windowed issue is because 24 bit colour reports its self as being D3DFMT_A8R8G8B8 in directx.c instead of D3DFMT_X8R8G8B8. > MultiDx (same as real d3d9 -- EXCEPT all panes draw > the teapot on a 1bit > buffer? -- and there are odd artifacts... hard to > explain) > DXCapsViewer (mode 0 -- 640x480xD3DFMT_X8R8G8B8 does > not show up -- problem > in mode iteration?) > DxTex (runs but does not display -- will not run on > my real d3d9) > dx9_lost_device (same as real d3d9 -- except says > texture object failed to > clean up properly -- problem in texture/resource > reference counting) This demo requires _reset, and ref counting in wined3d is a little different to DirectX. Also the lost device demo doesn't clean up by the book, the extra references are ones that the demo hasn't cleaned up its self > dx9_multiple_devices (start rendering in one window > then just green...) Multiple devices aren't supported yet ___________________________________________________________ Too much spam in your inbox? Yahoo! Mail gives you the best spam protection for FREE! http://uk.mail.yahoo.com