[2/5] WineD3D: Recompile glsl pixelshaders if the sampler format changes

Stefan Dösinger stefandoesinger at gmx.at
Mon Sep 24 03:54:37 CDT 2007


Am Sonntag, 23. September 2007 22:23:06 schrieb Vitaliy Margolen:
> Stefan Dösinger wrote:
> > ------------------------------------------------------------------------
>
> This patch causes noticeable slowdown in Counter Strike Source stress test
> in the first part of it (rotating panels). Testing in dxlevel 80, 1024x768
> fbo, cl_monitors 0. I'm getting ~33 fps in that area before patch and
> around 7 fps with this patch.
>
> Vitaliy.
Vitaliy did some more testing on IRC, and it turned out that hl2 switches 
between D3DFMT_V8U8 and D3DFMT_X8R8G8B8 bump maps. I don't know what hl2 
intends with a X8R8G8B8 bump map. I think the best thing to do is to ignore 
the blue channel difference in V8U8 and put it into the D3DFMT_UNKNOWN 
conversion group until we find a game that depends on blue = 1.0

If we find a game that runs into problems because of constant recompiling 
which cannot be avoided, we should keep multiple gl shaders, for each 
possible setting. I don't want to do this until we need it because managing 
multiple shaders means overhead too.
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