Vertex pipeline replacement

Stefan Dösinger stefan at codeweavers.com
Thu Oct 30 06:25:36 CDT 2008


Hmm... It looks like my 2nd mail with the patch wasn't CC'ed to wine-devel


> -----Original Message-----
> From: wine-devel-bounces at winehq.org [mailto:wine-devel-
> bounces at winehq.org] On Behalf Of Stefan Dösinger
> Sent: Thursday, October 30, 2008 2:02 AM
> To: wine-devel at winehq.org
> Subject: Vertex pipeline replacement
> 
> Hi,
> 
> I have my vertex pipeline replacement almost ready to send. Because the
> fragment pipeline replacement caused a bunch of regressions, I want to
> give
> this patch a bit of testing before committing it. I expect slightly
> more
> regressions there because the vertex processing stuff is still badly
> tested,
> especially lighting.
> 
> Can you give the patches a try and see if your game still works? For
> now the
> most important part is that the game works without any performance loss
> or
> rendering bugs.
> 
> This patchset is supposed to address the following issues:
> 
> 1) Improve performance in applications that are hit hard by
> drawStridedSlow.
> I don't know if there are many left, because the vertex buffer fixups
> really
> helped here
> 
> 2) Allow adding features that do not exist in the GL fixed function
> pipeline(or are not supported by drivers): Vertex blending, tweening,
> more
> efficient material tracking, per-vertex point size
> 
> 3) Make the way towards OpenGL 3 forward compatibility mode
> 
> So far (1) should already go some way with these patches. There are no
> new
> features added yet, and opengl 3 needs the same stuff implemented with
> GLSL
> and further work, but this is a necessary start.
> 
> Once these patches are in, I'll turn to fine-tuning things. The rhw
> handling
> can be done better(maybe), and vertex buffer loading can be made much
> cheaper if the pipeline replacement is in use and opengl supports
> native 16
> bit vertex attributes. This should get old card compatibility costs off
> our
> backs when we're running on a modern GPU without sacrificing backward
> compatibility.
> 

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