[Bug 11674] Dual-core not being correctly supported in World of Warcraft (WOW)

wine-bugs at winehq.org wine-bugs at winehq.org
Wed Nov 2 10:52:28 CDT 2011


Ema <ema.oriani at gmail.com> changed:

           What    |Removed                     |Added
                 CC|                            |ema.oriani at gmail.com

--- Comment #137 from Ema <ema.oriani at gmail.com> 2011-11-02 10:52:28 CDT ---
Hi AE/all,

I guess the same issues are to be experienced when playing SC2 (Blizzard engine
etc etc); we have a bug http://bugs.winehq.org/show_bug.cgi?id=28459 for this

I fundamentally have a couple of questions:

1) What in AE's patch is the major boost performance? The implementation of
GetLogicalProcessorInformation (which lets the game know about n cores) or the
fact that we use a separate Direct3D->OpenGL renderer thread?

2) AE, if I'm correct, I've read your patch for approx 15 minutes and the rGL
idea is that (via pipe/files) the wine_opengl functions will send their calls
to a thread renderer.
Is there anything else important happening behind the scenes, from an
architectural point of view?
Whilst conceptually simple, it's still 5 MB but unfortunately doesn't look like
to be 'productionized' code :-(

3) What other games have their performance improved by the rGL patch?

I was in a discussion with someone from the main wine development team and even
internally they were going/had developed a prototype thread renderer.
As AE showed, even if from a theoretical point of view the detached
Direct3D->OpenGL thread renderer is simple, it might be a mess to maintain if
not properly implemented.

If the detached thread renderer is the way to go then we might build consensus
and ask the main wine dev team to think about implementing it.

Let me know,

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