[Bug 43118] Absurdly high shader_arb_select runtime usage in WoW

wine-bugs at winehq.org wine-bugs at winehq.org
Sun Jun 4 17:37:26 CDT 2017


https://bugs.winehq.org/show_bug.cgi?id=43118

--- Comment #3 from Henri Verbeet <hverbeet at gmail.com> ---
(In reply to Emil Lauridsen from comment #2)
> Does this ring any bells for anybody with knowledge of the wine d3d
> implementation?
Mostly just "You get to keep all the pieces if it breaks." and "This is why I
avoid proprietary drivers.", I'm afraid.

We keep arb_program_shader.c around because some people find it useful and it's
not too obnoxious to keep around, but it isn't really being maintained and may
be broken in subtle or not so subtle ways at any given time. Likewise, a
significant amount of time is spent in the driver, and without driver source
you're left making guesses at what might be going on.

That said, you may want to check whether the issue is that compilation time of
individual shaders is unreasonably large, or if instead the issue is that we're
generating an unreasonable number of shader variants. In the latter case,
"shader_data->num_gl_shaders" in e.g. find_arb_vshader() being large would be a
hint in that direction.

Also, are you sure you're actually getting the Direct3D 11 renderer? ARB
program shaders don't implement shader model 4 and up. Somewhat related, how
"clean" is that profile? I see references to both shader_glsl_select() and
shader_arb_select() in there, which shouldn't normally happen within the same
process.

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