[Bug 33478] Borderlands 2 on FGLRX compiles a shader every frame.

wine-bugs at winehq.org wine-bugs at winehq.org
Tue Aug 13 12:39:02 CDT 2013


http://bugs.winehq.org/show_bug.cgi?id=33478

--- Comment #11 from Henri Verbeet <hverbeet at gmail.com> 2013-08-13 06:25:50 CDT ---
(In reply to comment #8)
> err:d3d:wined3d_debug_callback 0x1bbac7d8: "glPointSize parameter <size> has an
> invalid value 'nan': must be greater than 0.000000 (GL_INVALID_VALUE)".
Those are essentially bug 22922 / bug 23048. Making them go away would require
some tests to see what is supposed to happen when the applications sets NAN as
point size.

Those messages have nothing to do with shader compilation though, which is what
this bug claims to be about.

--- Comment #12 from Alex <roboman2444 at gmail.com> 2013-08-13 12:39:02 CDT ---
(In reply to comment #11)
> (In reply to comment #8)
> > err:d3d:wined3d_debug_callback 0x1bbac7d8: "glPointSize parameter <size> has an
> > invalid value 'nan': must be greater than 0.000000 (GL_INVALID_VALUE)".
> Those are essentially bug 22922 / bug 23048. Making them go away would require
> some tests to see what is supposed to happen when the applications sets NAN as
> point size.
> 
> Those messages have nothing to do with shader compilation though, which is what
> this bug claims to be about.
Sure, that is a bug, but it isnt the bug which slows things down to 2 fps.
If you actually look at traces, you would notice that the two calls that take
the most amount of cpu time in between each flip are directly related to
compiling and linking a shader program.

Please do some research before commenting. Just reading logs is not enough.

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