[PATCH 5/6] d3drm: Partially implement IDirect3DRMTexture*::InitFromFile. (v2 resend)

Aaryaman Vasishta jem456.vasishta at gmail.com
Fri May 13 11:11:23 CDT 2016


Right, will keep that in mind and resend this patch. But I'm curious as to
how does an application depend on optimised error paths? If I understood
correctly, this optimisation would probably be needed for games who have a
lot of failed texture loading calls per frame (even on windows), and not
optimising this would cause it to lag a lot. Or is it something else?

Cheers,
Aaryaman

On Fri, May 13, 2016 at 9:28 PM, Henri Verbeet <hverbeet at gmail.com> wrote:

> On 13 May 2016 at 17:52, Aaryaman Vasishta <jem456.vasishta at gmail.com>
> wrote:
> > I did it so that it wouldn't call d3drm_texture_load only to realize that
> > the image is already initialized when InitFromImage is called. I could
> > probably add that check within d3drm_texture_load, though.
> >
> It's usually not worth optimising error paths, unless you happen to
> have an application that needs it.
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://www.winehq.org/pipermail/wine-devel/attachments/20160513/dfbcfd74/attachment.html>


More information about the wine-devel mailing list