wined3d profiling

2011-02-22 Thread Tobias Jakobi
Hey there, I'm experiencing some performance problems with wined3d. The affected game is FEAR (demo does the trick). At first I thought it was related to running the demo on my Intel i965, but I got the same problem running the demo on my Radeon HD4750@r600g. If anyone wants to test this

Re: [PATCH 2/5] winex11.drv: Complain a bit about missing s3tc support.

2011-02-03 Thread Tobias Jakobi
I'm not entirely sure on how to do this properly. Making it an ERR would be too loud for applications that never use s3tc textures, as a WARN it's never going to be seen unless you look at the debug channel. Printing a message in wined3d in CreateSurface() would probably work, but the resulting

Re: [2/7] [wined3d] add arb_ps_np2fixup_info structure (resend)

2009-06-30 Thread Tobias Jakobi
*hint* *hint* See the commit message!

Re: [4/7] [wined3d] add NP2 fixup code to shader_hw_sample (ARB) (resend)

2009-06-30 Thread Tobias Jakobi
It's very easy. Only ordinary sampling is supported, because I have no application which I can use to test the others variants (only support the features you can actually test).

Re: [3/7] [wined3d] add NP2 fixup code to shader_arb_generate_pshader (resend)

2009-06-30 Thread Tobias Jakobi
Won't work since the GL_LIMITS macro is defined in this way: #define GL_LIMITS(ExtName)(GLINFO_LOCATION.max_##ExtName) I don't think changing the variable name is an option, since keeping consistency there should be priority: ps_arb_max_local_constants - ??? (I don't think it's wise

[review] np2 fixup patch for ARB path

2009-06-17 Thread Tobias Jakobi
You can find the current patchset here: http://www.math.uni-bielefeld.de/~tjakobi/wine/np2fixup_arb/ Of course the GLSL patchset is needed as well: http://www.math.uni-bielefeld.de/~tjakobi/wine/np2fixup_glsl/ I hope both can finally go into master, so please take a look. Going to resend the

Re: [1/4] [wined3d] move creation of NP2 fixup uniforms into separate loop

2009-06-16 Thread Tobias Jakobi
Hi Henri, I do this for patch 3/4, otherwise the code gets kinda ugly. A good point probably is that the code is indeed rarely used, since it was written specifically for the FX generation. So it makes sense to skip it early - put it into a seperate loop and conceal it with an if-statement. Like

Re: [1/4] [wined3d] move creation of NP2 fixup uniforms into separate loop

2009-06-16 Thread Tobias Jakobi
Actually that comment was about the state change trouble NP2 fixups cause - since we can ignore the additional state handlers needed to adjust the TF2 matrices and call the NP2 constant load code, the NP2 code doesn't add much burden if its not used. OK, I see. But the same reason should

Re: [1/7] [wined3d] add ps_np2fixup_t ptr to shader_arb_priv (review)

2009-04-26 Thread Tobias Jakobi
James McKenzie wrote: Tobias Jakobi wrote: For review: This patchset implements np2 texcoord fixup in ARB mode. Constants used to store texture dimensions are already packed, using the same data structures like the GLSL packing code. The code is finished and works quite well. It has been

Re: [1/7] [wined3d] move creation of NP2 fixup uniforms into separate loop (retry)

2009-04-24 Thread Tobias Jakobi
Stefan Dösinger wrote: Am Donnerstag, 23. April 2009 14:54:54 schrieb Tobias Jakobi: NAK Suggestions? Explanations? Like explained putting this into prog_link won't work. It doesn't make sense in the first place. Using a separate struct for GLSL and ARB isn't also making sense, since

Re: [1/7] [wined3d] move creation of NP2 fixup uniforms into separate loop (retry)

2009-04-24 Thread Tobias Jakobi
Stefan Dösinger wrote: I think Henri is generally against adding something to the ps_compiled_shader structure - but I might be wrong there. However I don't know how to implement the code without introducing new data to ps_compiled_shader. No, he doesn't like having this info visible outside

Re: [1/7] [wined3d] move creation of NP2 fixup uniforms into separate loop (retry)

2009-04-23 Thread Tobias Jakobi
NAK Suggestions? Explanations? Like explained putting this into prog_link won't work. It doesn't make sense in the first place. Using a separate struct for GLSL and ARB isn't also making sense, since the data stored in the struct is independant of GLSL and ARB.

Re: [1/7] [wined3d] add ps_np2fixup_t struct to ps_compiled_shader

2009-04-22 Thread Tobias Jakobi
- I'm sure I mentioned this before, but please don't add code without using it. I'll merge it with one of the other patches then. - Why is this in struct ps_compiled_shader? This really looks like something that should be internal to the backend. No, that's definitely not the case. The

Re: [1/7] [wined3d] add ps_np2fixup_t struct to ps_compiled_shader

2009-04-22 Thread Tobias Jakobi
However the FX only supports these 256 constants and every other NV card above the FX doesn't need the fixup since ARB_texture_non_power_of_two is supported in hardware. This was my thought when limiting the index array to uchars. I know that you mentioned we could use the fixup code also for

Re: [1/7] [wined3d] add ps_np2fixup_t struct to ps_compiled_shader

2009-04-22 Thread Tobias Jakobi
Henri Verbeet wrote: 2009/4/22 Tobias Jakobi liquid.a...@gmx.net: - Why is this in struct ps_compiled_shader? This really looks like something that should be internal to the backend. No, that's definitely not the case. The struct's data is used both in GLSL and ARB mode (I'll submit the ARB

Re: [1/7] [wined3d] add ps_np2fixup_t struct to ps_compiled_shader

2009-04-22 Thread Tobias Jakobi
Henri Verbeet wrote: A handle table would probably make the most sense. A pointer would work for ARB, but for GLSL that's just extra indirection that isn't really needed. Sry, I have to correct myself. It won't work that way. Setting up the data of the np2 fixup data struct is done in

Re: [1/7] [wined3d] add ps_np2fixup_t struct to ps_compiled_shader

2009-04-22 Thread Tobias Jakobi
Henri Verbeet wrote: Tex fixup parameter for tex1 would have idx 0, the one for tex3 would have idx 1. These would then be packed as PsamplerNP2Fixup0.xy and PsamplerNP2Fixup0.zw. OK, forget that as well. Like I replied to Stefan about the uchar thing: The code is only active for FX cards

[1/7] [wined3d] add ps_np2fixup_t ptr to shader_arb_priv (review)

2009-04-22 Thread Tobias Jakobi
For review: This patchset implements np2 texcoord fixup in ARB mode. Constants used to store texture dimensions are already packed, using the same data structures like the GLSL packing code. The code is finished and works quite well. It has been tested with Max Payne 2, HL2 and FEAR. All

[2/7] [wined3d] shader_generate_arb_declarations: add NP2 fixup code (review)

2009-04-22 Thread Tobias Jakobi
-- Neu: GMX FreeDSL Komplettanschluss mit DSL 6.000 Flatrate + Telefonanschluss für nur 17,95 Euro/mtl.!* http://dslspecial.gmx.de/freedsl-surfflat/?ac=OM.AD.PD003K11308T4569a 0002--wined3d-shader_generate_arb_declarations-add-NP2.patch Description: Binary data

[4/7] [wined3d] implement shader_arb_load_np2fixup_constants (review)

2009-04-22 Thread Tobias Jakobi
-- Neu: GMX FreeDSL Komplettanschluss mit DSL 6.000 Flatrate + Telefonanschluss für nur 17,95 Euro/mtl.!* http://dslspecial.gmx.de/freedsl-surfflat/?ac=OM.AD.PD003K11308T4569a 0004--wined3d-implement-shader_arb_load_np2fixup_constan.patch Description: Binary data

[6/7] [wined3d] force constant reload for NP2 fixup in shader_arb_select (review)

2009-04-22 Thread Tobias Jakobi
-- Neu: GMX FreeDSL Komplettanschluss mit DSL 6.000 Flatrate + Telefonanschluss für nur 17,95 Euro/mtl.!* http://dslspecial.gmx.de/freedsl-surfflat/?ac=OM.AD.PD003K11308T4569a 0006--wined3d-force-constant-reload-for-NP2-fixup-in-sha.patch Description: Binary data

[3/7] [wined3d] shader_hw_sample: add NP2 fixup code (review)

2009-04-22 Thread Tobias Jakobi
-- Pt! Schon vom neuen GMX MultiMessenger gehört? Der kann`s mit allen: http://www.gmx.net/de/go/multimessenger01 0003--wined3d-shader_hw_sample-add-NP2-fixup-code.patch Description: Binary data

[7/7] [wined3d] correct now faulty comment (review)

2009-04-22 Thread Tobias Jakobi
-- Pt! Schon vom neuen GMX MultiMessenger gehört? Der kann`s mit allen: http://www.gmx.net/de/go/multimessenger01 0007--wined3d-correct-now-faulty-comment.patch Description: Binary data

[5/7] [wined3d] remove comment about np2fixup not implemented for ARB mode (review)

2009-04-22 Thread Tobias Jakobi
-- Pt! Schon vom neuen GMX MultiMessenger gehört? Der kann`s mit allen: http://www.gmx.net/de/go/multimessenger01 0005--wined3d-remove-comment-about-np2fixup-not-implemen.patch Description: Binary data

Re: do ERR messages imply bugs?

2009-04-12 Thread Tobias Jakobi
It's either the handling of zero times +infty or the handling of NaN (how is NaN mapped to a RGBA vector?). OpenGL and D3D do seems to have different opinions on how this should be done. On OpenGL there is no word in the standard how it should be done, so it's essentially undefined behaviour. The

Re: new refcount for d3d ??

2009-04-05 Thread Tobias Jakobi
It's also affecting one of my bugs: http://bugs.winehq.org/show_bug.cgi?id=15858 It's sort of random when a real crash occurs but the debugging revealed that the object that is used was already freed by wined3d. I can increase the probability of a crash by running a bunch of memory-hungry apps

Re: [Re] Vertex pipeline replacement

2008-10-31 Thread Tobias Jakobi
Stefan Dösinger wrote: If you know which patch might have broken this, start there. If you do not, a normal regression test is a good idea. It will always be the last patch. This patch does the real thing, the others are just making the infrastructure more flexible. So a regression test in

[Re] Vertex pipeline replacement

2008-10-30 Thread Tobias Jakobi
Short feedback: - Max Payne 2: works as expected, I don't see any visual changes - Morrowind: 3D rendering breaks completly, minor (blending?) issues in the menu as well - however ingame scenes are fully black now How should I report this? Open a bug? Should I do any regression testing (since

Re: [2/7] WineD3D: use the drawable size to set up blitting

2008-08-01 Thread Tobias Jakobi
Stefan Dösinger wrote: I'm sorry, I cannot reproduce this. Which settings are you using? I see it now, it only occurs with medium post processing settings. OK, I can't use the high settings for now because of the slowdowns. Medium is the only half-working option for now. The patch obviously

[1/3] [d3d8] Add testcase for IDirect3DDevice8::CreateImageSurface

2008-07-08 Thread Tobias Jakobi
Intended, see patch 2/3 - the testcase is activated there (since it pass then).

[1/3] [d3d8] Add testcase for IDirect3DDevice8::CreateImageSurface

2008-07-08 Thread Tobias Jakobi
Posted a alternate version of the patchset to wine-patches, now using todo_wine and activating the testcase in the first patch. Patch no. 3 didn't change though, but I reposted it anyway. Greets, Tobias

[d3d8] Fix CreateImageSurface implementation (with testcase)

2008-06-20 Thread Tobias Jakobi
(I think this belongs into wine-devel, sorry for also posting this on wine-patches) Oops, sorry! I corrected the mixed indentation style (must have been the copypaste). However I think the comment should stay there. I don't think the MSDN docs are updated in the near future, at least what