[Bug 47267] Prototype is slower with CSMT enabled and have geometry glitches with CSMT disabled

wine-bugs at winehq.org wine-bugs at winehq.org
Thu Jun 13 04:00:47 CDT 2019


https://bugs.winehq.org/show_bug.cgi?id=47267

--- Comment #10 from Matteo Bruni <matteo.mystral at gmail.com> ---
(In reply to andy from comment #9)
> I improved the title so that it does not seem that it is enough to disable
> CSMT to solve the problem.
> 
> But the one that I want to point is that the game requires context->
> gl_info-> gl_ops.gl.p_glFlush(), but there are probably differences in the
> way the latter is implemented by CSMT and SDO and these differences cause
> differences of performance,performance, so I think it would be useful to
> re-implement context-> gl_info-> gl_ops.gl.p_glFlush() as SDO did so that
> users can choose the most suitable option for their case.

Well, no, that's what StrictDrawOrdering did and, as I already mentioned, we're
not going to reintroduce it. That really was just a hack, CSMT solves the issue
of ordering operations on multiple contexts / threads correctly.

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