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

wine-bugs at winehq.org wine-bugs at winehq.org
Wed Sep 4 14:38:27 CDT 2013


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

--- Comment #315 from Stefan Dösinger <stefan at codeweavers.com> 2013-09-04 14:38:27 CDT ---
What's the point of a standardized API like OpenGL if I have to detect the
implementation and use different codepaths to satisfy undocumented constraints
to make it work properly?

But I'd prefer to discuss this over a beer than on the backs of our users. I
could imagine using a GL extension that allows the driver to communicate its
preferred update method. That should be more solid than parsing the vendor
string and __GL_NV_THREADED_OPTIMIZATIONS setting.

What is a 'proper' way to use buffer_storage? My rough plan is to create
buffers with MAP_READ_BIT | MAP_WRITE_BIT | MAP_PERSISTENT_BIT and use
glMapBufferRange to access the buffer. MAP_READ_BIT would be optional and
depend on the d3d flags the application sets. I'm not sure about
MAP_COHERENT_BIT. If I'm not setting it, and calling MapBufferRange /
UnmapBuffer, do I still have to call MemoryBarrier, or does UnmapBuffer take
care of it? I don't care if changes made during map/unmap are picked up, I'll
only ever draw from buffers mapped with MAP_UNSYNCHRONIZED.

I might also use CLIENT_STORAGE to preserve address space, but that is a lower
priority.

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