[PATCH 5/5] wined3d: Move some states to wined3d_rasterizer_state.

Henri Verbeet hverbeet at gmail.com
Wed Mar 4 11:36:16 CST 2020


On Wed, 4 Mar 2020 at 20:48, Zebediah Figura <z.figura12 at gmail.com> wrote:
> Broadly, though, I'm curious how this approach is more performant (or
> otherwise preferable) to just copying something like
> wined3d_rasterizer_state_desc as a flat structure. The only advantage I
> see is that it takes up less space in the CS; is that important enough
> to outweigh the overhead of allocation and rbtree lookup, or is there
> something else I'm missing?
>
For something like sampler objects, it means you can create the GL
object at the same time the corresponding d3d11 object is created,
instead of in the middle of a draw. The advantage is perhaps less
obvious for something like the rasteriser state object with the GL
backend, although it still allows you to e.g. translate D3D fill mode
to GL fill mode once during state object creation instead of at draw
time. However, in the case of Vulkan, where a bunch of state is
combined together into a single pipeline object, having unique state
objects means you can compare state objects by their pointer values
instead of their contents. I.e., potentially cheaper lookup of Vulkan
pipeline objects.



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