Re: [1/3] WineD3D: Infrastructure to render swapchains to a FBO
2009/11/30 Stefan Dösinger : >> I think this will break color_fill_fbo > I'll investigate that, but I think if it did it would break the d3d9 tests if > I force rendering to the FBO - which I did for testing. > I'm not sure we have a lot of tests for color fill. I actually have that somewhere on my todo list, but it's way down.
Re: [1/3] WineD3D: Infrastructure to render swapchains to a FBO
> I think this will break color_fill_fbo I'll investigate that, but I think if it did it would break the d3d9 tests if I force rendering to the FBO - which I did for testing. > Out of curiosity, what would the performance impact be of always > rendering to FBO? I only tested it on my macs so far, because I've written this mainly to work around blitting bugs: The performance depends on what the app is doing. I tested it with the d3d8 SDK samples, where the drawing effort is pretty small, and the present() call probably the biggest single call. Apps which do not render offscreen have a ~10% performance hit. Apps which render offscreen and need the depth blit gain about 10% performance. That said, I think OSX always renders to a FBO behind our back, so other drivers might show different behavior.
Re: [1/3] WineD3D: Infrastructure to render swapchains to a FBO
2009/11/30 Stefan Dösinger : > I think this will break color_fill_fbo(). My general feeling is that I'm seeing to much variants of "if (swapchain->render_to_fbo)". Also, I think this patch has parts that can be separated like e.g. the surface_init_sysmem() bit. Out of curiosity, what would the performance impact be of always rendering to FBO?