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

Henri Verbeet hverbeet at gmail.com
Fri May 13 11:23:16 CDT 2016

On 13 May 2016 at 18:11, Aaryaman Vasishta <jem456.vasishta at gmail.com> wrote:
> 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?
Something along those lines, yeah. You could e.g. have an application
that does redundant InitFromFile() calls inside of some hot-path
because instead of keeping track of whether the texture is initialised
it depends on InitFromFile() failing quickly. Note that that only
works if it fails quickly on Windows as well, and leaking the
IDirect3DRM reference on each failed call makes the scenario a bit

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