[Bug 45747] GPU-GPU depth stencil blit is slow (FF XIV)

wine-bugs at winehq.org wine-bugs at winehq.org
Sat Sep 1 13:20:27 CDT 2018


https://bugs.winehq.org/show_bug.cgi?id=45747

--- Comment #1 from Henri Verbeet <hverbeet at gmail.com> ---
(In reply to Andrew Wesie from comment #0)
> When running FFXIV in D3D11 mode, it is horrendously slow because it does
> several UpdateSubresource calls to a depth-stencil texture from another
> texture. Right now, texture2d_blt will pass this on to a raw_blitter_blit as
> WINED3D_BLIT_OP_DEPTH_BLIT, which will ignore it and continue passing it on
> until it ends up at the CPU blitter.
> 
> I believe a simple fix is to update the conditional in raw_blitter_blit to
> allow op == WINED3D_BLIT_OP_DEPTH_BLIT. I don't see an obvious reason why a
> depth-stencil blit should be special from the perspective of
> glCopyImageSubData. On my system, this significantly improved fps (though
> still not quite to matching FFXIV D3D9).

Well, the issue isn't that WINED3D_BLIT_OP_DEPTH_BLIT is special, it's that
WINED3D_BLIT_OP_RAW_BLIT has additional restrictions. E.g.,
WINED3D_BLIT_OP_DEPTH_BLIT can do scaling and multi-sample resolves, while
WINED3D_BLIT_OP_RAW_BLIT can't.

The way to use the raw blitter would be to call the blitter with
WINED3D_BLIT_OP_RAW_BLIT in texture2d_blt(), under the right circumstances.
(I.e., WINED3D_BLT_RAW or !scale, !convert, !resolve, like it's done for colour
blits.)

There are a couple of things that sound suspicious here though. Are you sure
these blits are coming from UpdateSubresource()? Those should normally go to
wined3d_texture_upload_data() rather than the blitter; did you perhaps mean
CopyResource() or CopySubresourceRegion()? Why does the FBO blitter reject the
blit? The raw blitter rejecting these is expected, although not ideal; the FBO
blitter rejecting them is somewhat unexpected.

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