[Bug 41653] The Banner Saga 2, The Inner World, Samorost 3: image flickering on Wine-staging (d3d9, adobe air)

wine-bugs at winehq.org wine-bugs at winehq.org
Tue Nov 22 12:25:13 CST 2016


https://bugs.winehq.org/show_bug.cgi?id=41653

--- Comment #9 from donanykey at gmail.com ---
I did some reading and googling around multi-threading Direct3d 9 and OpenGL,
and seems Adobe's engineers spent hundreds of hours on making things work in a
way AIR runtime is working now: locks in proper places, rendering sequences,
etc.

I don't have that much time to debug frame after frame, follow texture content
with each IPC lock to find particular cases where render order is violated or a
texture is corrupted, especially considering flickering almost gone when
threads are loaded with the debugging (see previous comment). 

*However* there is a workaround that minimizes flickering (my eye could catch
single frames per several minutes) in the fullscreen, without debug and
StrictDrawOrdering=enabled, while keeping reasonable FPS (below)

The patch just makes a call to glFinish() in the EndScene instead of glFlush()
in cost of notable performance hit on some limited number of scenes, though the
fps in general is still far above just-playable  to me (fps 30-120, median ~80,
Amd 2.6Ghz, Nvidia 650 blob; and that could be caused by my setup, so testing
on other hardware, without composite WM, etc is welcome)

I would probably check with 1.9.24 whether CSMT makes any difference with the
patch, though any other ideas are welcome

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