[Bug 11674] Dual-core unsupported in WoW and SC2

wine-bugs at winehq.org wine-bugs at winehq.org
Fri Dec 21 11:59:47 CST 2012


http://bugs.winehq.org/show_bug.cgi?id=11674

--- Comment #266 from Pierre-Loup Griffais <bugs.winehq.org at plagman.net> 2012-12-21 11:59:47 CST ---
(In reply to comment #265)
> The specific implementation would probably need some work even if it did go in,
> but as far as I'm concerned it won't go in at all unless it either results in a
> general improvement on other drivers as well, or NVIDIA can be bothered to at
> least answer questions. I'm still particularly unhappy about the botched RandR
> implementation, and NVIDIA's unresponsiveness in general.

Hi Henri,

Thanks for your interest; I'm sorry for the confusion, I didn't realize Stefan
didn't keep you in the loop following our discussion on that topic. The point I
was making is that BufferSubData inherently maps better to dynamic buffer
workloads than MapBuffer-based updating in threaded usecases. Since
BufferSubData requests can be immediately queued in-band in both commands
streams, overhead is kept at a minimum and maximal GPU throughput can be
achieved. Stefan pointed out that memory usage was a big concern for Wine, and
I also believe this approach maps the best to keeping memory usage low. Having
a fast implementation of MapBufferRange is threaded mode would require either
more memory/VM or more overhead than directly using BufferSubData, depending on
the approach used.

For reference, here are the numbers I get from Stefan's test case which maps to
D3D dynamic buffer updating patterns, modified with my recommended path:

                    Not Threaded      Threaded
  MapBuffer         124               23-67 (very bursty)
  BufferSubData     156               550

Don't hesitate to contact me should you have any more questions; thanks!
 - Pierre-Loup

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