Asynchronous Direct3D rendering design sugeestion

H. Verbeet hverbeet at gmail.com
Thu Jul 20 08:26:22 CDT 2006


On 20/07/06, Stefan Dösinger <stefan at codeweavers.com> wrote:
> for us. The reason why it doesn't are apparently drawStridedSlow and the
> brute force setting of gl states. The debugging facilies seem to have really
> bad effects on performance too.
Well, that should be fixed anyway, of course.

> Yet I think some things should be done, like having vertex and pixel format
> fixups in a seperate thread, or shader perhaps compilation. The D3D objects
> have to be protected with critical sections too.
I think that should be dependant on whether the device was created
with D3DCREATE_MULTITHREADED or not. I'm not sure how much can be
gained by moving shader compilation into it's own thread, but I
suppose it's worth some tests.



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