[Bug 31281] New: Red Alert 3 on Mac renders vertices in software

wine-bugs at winehq.org wine-bugs at winehq.org
Sat Jul 21 23:06:54 CDT 2012


http://bugs.winehq.org/show_bug.cgi?id=31281

             Bug #: 31281
           Summary: Red Alert 3 on Mac renders vertices in software
           Product: Wine
           Version: 1.5.9
          Platform: x86
        OS/Version: Mac OS X
            Status: UNCONFIRMED
          Severity: normal
          Priority: P2
         Component: directx-d3d
        AssignedTo: wine-bugs at winehq.org
        ReportedBy: cdavis at mymail.mines.edu
    Classification: Unclassified


Playing Red Alert 3 on my Mac (the Windows version, with Wine, since I bought
it before there even was a Mac version) is extremely slow, almost to the point
of being unplayable.

So, I investigated with Apple's handy OpenGL Profiler, and I discovered, much
to my horror, that the GL was rendering the vertices in software. Huh?

In general, this normally happens when Mac OS thinks the GPU can't do it in
hardware. I can't figure out why it thinks that in this case, though. As far as
I can tell, we aren't exceeding any of the limits that we can query with GL's
Get command, so I suspect that the vertex shader is exceeding some sort of
limit.

Hacking Mesa to set the NoRecovery PFA doesn't help. I was baffled... until I
went back, re-read the documentation, and discovered that NoRecovery *only
affects fragment processing*. What? So there's no way to force only-hardware
vertex processing? (Thank God fragment processing was still in hardware, or it
would have been even worse.)

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