D3D command stream patches for testing

Stefan Dösinger stefandoesinger at gmail.com
Wed Sep 4 18:11:20 CDT 2013


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Am 2013-09-04 16:30, schrieb Vedran Rodic:
> Using a blit copy to avoid stalling on 12b glBufferSubData() to a
> busy buffer object.
The long term plan is to use GL_ARB_buffer_storage to create buffers
that can be used for rendering while mapped. That avoids the
doublebuffered buffer thing and glBufferSubData calls.

I don't know exactly what the driver means with "blit copy", but I
guess it creates an additional copy of the new data rather than
writing it to the mmap()ed GPU memory directly. It shouldn't hurt too
much.

> I'm not sure how much this really impacts performance, but even
> with my Dota 2 wine perf hacks [1] it's not faster than current
> Wine git (performance is very similar).
Mostly the nvidia blob on Linux, but also some testing on OSX. I got a
lot of reports of crashes on Mesa. I think there are race conditions
in the driver that won't go away until I've moved all GL calls into
the worker thread.

Are you GPU or CPU limited? If you're GPU limited, those patches won't
change anything.


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