D3D7 -> WineD3D, 2nd attempt

Oliver Stieber oliver_stieber at yahoo.co.uk
Sat Oct 29 13:54:04 CDT 2005


--- "H. Verbeet" <hverbeet at gmail.com> wrote:

> > One other Question: How slow is DrawStridedSlow? WineD3D uses it because of
> > the diffuse ans specular colors. Currently I get only one useable vertex into
> > DrawIndexedPrimitiveVB from ProcessVertices, the other 5 to draw have their
> > values zeroed. Without drawing anything I get 70 fps(screen refresh rate,
> > expected), with the 6 Vertices I get 1.5 fps. Is this normal for
> > DrawStridedSlow()? Might this be because of drawing 2 triangles with useless
> > vertices? Or might something else be wrong?

There will be an even bigger difference when vertex buffer objects are used.

> On the subject of drawStridedSlow / color fixups, something I was
> wondering about is how feasible it would be to use vertex shaders to
> fix the colors. I guess it would require reimplementing pretty much
> the entire fixed function pipeline as shaders. 
That was my plan, the shader needs to performs all the vertex transforms as well as the colour
fixups. I aleady got some software fixup code for people without shaders

I also don't know what
> the impact would be on performance, but I seem to remember reading
> somewhere that modern gfx cards don't have a real fixed function
> pipeline anymore and that the drivers use the programmable pipeline to
> implement much of that functionality anyway. I've got no idea how
> reliable that claim is though.
> 
The impact shouldn't be too high, and once the shaders been written it can be cached, TG seem to
be getting reasonable performance from softare using JIT complication of shaders.


		
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