Am 18.11.2014 um 23:31 schrieb Emil Velikov <emil.l.veli...@gmail.com>:
> Hmm the binaries do not seem to match the source. Am I missing something ?
Not sure. As you can see I've last touched them in January. It is possible that 
I have changed some things in the code and not updated the binaries on the 
server. I recommend to rebuild them yourself anyway, just for the sake of 
paranoia. I use Visual Studio on Windows, and you need the last DirectX SDK for 
the d3dx9 headers and libs, but I guess you can also use mingw with the right 
include and lib paths.

> On of the points in my earlier "rant" was - if wine is interested solely
> on improvements of the current code, and there is no interest/intensive
> to include an alternative solution it makes no sense to keep on
> pestering you guys.
We're solely interested on the current code until there's conclusive proof that 
running a performant d3d implementation on top of OpenGL is not possible by 
design. So far I have not seen any hard facts to support this claim. Yes, 
nine/st is faster on some drivers/games, but wined3d is faster on others. 
Wined3d with my (not yet upstreamed) CSMT patches beats Windows in a big number 
of games, although it still has performance problems in other games. On the 
Nvidia blob most performance problems with CSMT are not 3D-related any more, 
but are caused by expensive IPC that runs through wineserver.

The factoids so far suggest that the major problems with OpenGL is the 
on-demand shader compilation. That's something we can fix in Wine for the 
average case, although there will still be some corner cases where we have to 
generate a new shader on the fly (e.g. a texture type mismatch, or a flag 
change in Pixel Shader 1.x). Some games don't create the D3D shaders until they 
actually use them. Nvidia has an on-disk shader cache to improve the situation, 
but that's an ugly hack.

The other known problem is uniform updating in GLSL. UBOs may help here. The 
ARB-style environment constants work better for d3d's purposes than GLSL's 
per-shader uniforms.

I expect that there are more problems, most of them limited in nature and 
affecting only some games. That could be things like "D3D shader instruction X 
is handled inefficiently by GLSL", or "IDirect3DDevice9::ColorFill is slow 
because we have to build a full FBO in GL." Those are just guesses - hard facts 
are needed. nine/st is a good tool to extract such small performance problems 
from real-world games.

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