RE: [Re] Vertex pipeline replacement
> Oblivion has rendering errors in the menu (white boxes). Also the > status/action bar isn't drawn correctly (both with fbo). Should I file > a > bug? Yes, file bugs please. I think I have Oblivion here somewhere, this should be easier to debug than Morrowind. Note that it will be a while before I send another version of this. I did some benchmarking, and there isn't much of a performance improvement. In most cases the replacement pipeline is slower. We still need it some day, so I'll continue the work, but this makes it less of a priority. I also think that we can improve the performance quite a bit, but it will need quite a bit more work.
Re: [Re] Vertex pipeline replacement
Stefan Dösinger schrieb: > Here is an updated version of the patches. Can you retest the games? (the > ones that worked already as well as the broken ones) > > What are the differences? > > -> Proper handling of RHW vertices which do not come from a vbo(should fix > Star Wars Jedi Knight 1) > -> Proper handling of the alpha value in the lighting code(+ a test). Fixes > the water in AoM. > > Those issues had a quite big effect potentially, so more games may be fixed > now. > > > > > > Oblivion has rendering errors in the menu (white boxes). Also the status/action bar isn't drawn correctly (both with fbo). Should I file a bug? WarCraft 3 had some glitches with the previous version but it is fixed in version 2 of the Vertex pipeline replacement patch. Cheers Rico
RE: [Re] Vertex pipeline replacement
Here is an updated version of the patches. Can you retest the games? (the ones that worked already as well as the broken ones) What are the differences? -> Proper handling of RHW vertices which do not come from a vbo(should fix Star Wars Jedi Knight 1) -> Proper handling of the alpha value in the lighting code(+ a test). Fixes the water in AoM. Those issues had a quite big effect potentially, so more games may be fixed now. arbvp2.tar.bz2 Description: Binary data
RE: [Re] Vertex pipeline replacement
> What about opening a metabug and adding all apps what break with the > new > code? Or do you wanna have all this in separate bug reports? Just file a bug report, assign it to me, and make it clear that this new code breaks things. I have one reported problem fixed already, and I am currently working on AoM. I'll send an updated set of patches later today. My sense is that there aren't many bugs, but more like 2-3 problems breaking a lot of games.
Re: [Re] Vertex pipeline replacement
Stefan Dösinger wrote: >> If you know which patch might have broken this, start there. If you do >> not, a normal regression test is a good idea. > It will always be the last patch. This patch does the real thing, the others > are just making the infrastructure more flexible. So a regression test in > this case is mostly useless > > > So what should I do then? What about opening a metabug and adding all apps what break with the new code? Or do you wanna have all this in separate bug reports? Greets, Tobias
RE: [Re] Vertex pipeline replacement
> If you know which patch might have broken this, start there. If you do > not, a normal regression test is a good idea. It will always be the last patch. This patch does the real thing, the others are just making the infrastructure more flexible. So a regression test in this case is mostly useless
Re: [Re] Vertex pipeline replacement
James Hawkins <[EMAIL PROTECTED]> at Oct 30, 2008 9:22 PM wrote about Re: [Re] Vertex pipeline replacement > >On Thu, Oct 30, 2008 at 10:07 PM, James McKenzie ><[EMAIL PROTECTED]> wrote: >> Tobias Jakobi wrote: >>> Short feedback: >>> - Max Payne 2: works as expected, I don't see any visual changes >>> - Morrowind: 3D rendering breaks completly, minor (blending?) issues in >>> the menu as well - however ingame scenes are fully black now >>> >>> How should I report this? Open a bug? Should I do any regression testing >>> (since your patchset consists of more than one patch)? >>> >>> >> Do a regression test to locate which patch breaks Morrowmind. >> >> If you know which patch might have broken this, start there. If you do >> not, a normal regression test is a good idea. >> > >Tobias is referring to Stefan's RFC concerning his vertex pipeline >replacement patch. Stefan asked for users to test the patch to see if >any games break. Thank you. This is a 'good thing' to do before sending the patch through to wine-patches. It looks like this patch needs more work. James McKenzie
Re: [Re] Vertex pipeline replacement
2008/10/31 Austin English <[EMAIL PROTECTED]>: > > Apply a single patch at a time until it breaks. > You'll probably just end up with patch 12, which is huge and enables the entire thing.
Re: [Re] Vertex pipeline replacement
On Thu, Oct 30, 2008 at 11:22 PM, James Hawkins <[EMAIL PROTECTED]> wrote: > On Thu, Oct 30, 2008 at 10:07 PM, James McKenzie > <[EMAIL PROTECTED]> wrote: >> Tobias Jakobi wrote: >>> Short feedback: >>> - Max Payne 2: works as expected, I don't see any visual changes >>> - Morrowind: 3D rendering breaks completly, minor (blending?) issues in >>> the menu as well - however ingame scenes are fully black now >>> >>> How should I report this? Open a bug? Should I do any regression testing >>> (since your patchset consists of more than one patch)? >>> >>> >> Do a regression test to locate which patch breaks Morrowmind. >> >> If you know which patch might have broken this, start there. If you do >> not, a normal regression test is a good idea. >> > > Tobias is referring to Stefan's RFC concerning his vertex pipeline > replacement patch. Stefan asked for users to test the patch to see if > any games break. > > -- > James Hawkins > > > Apply a single patch at a time until it breaks. -- -Austin
Re: [Re] Vertex pipeline replacement
On Thu, Oct 30, 2008 at 10:07 PM, James McKenzie <[EMAIL PROTECTED]> wrote: > Tobias Jakobi wrote: >> Short feedback: >> - Max Payne 2: works as expected, I don't see any visual changes >> - Morrowind: 3D rendering breaks completly, minor (blending?) issues in >> the menu as well - however ingame scenes are fully black now >> >> How should I report this? Open a bug? Should I do any regression testing >> (since your patchset consists of more than one patch)? >> >> > Do a regression test to locate which patch breaks Morrowmind. > > If you know which patch might have broken this, start there. If you do > not, a normal regression test is a good idea. > Tobias is referring to Stefan's RFC concerning his vertex pipeline replacement patch. Stefan asked for users to test the patch to see if any games break. -- James Hawkins
Re: [Re] Vertex pipeline replacement
Tobias Jakobi wrote: > Short feedback: > - Max Payne 2: works as expected, I don't see any visual changes > - Morrowind: 3D rendering breaks completly, minor (blending?) issues in > the menu as well - however ingame scenes are fully black now > > How should I report this? Open a bug? Should I do any regression testing > (since your patchset consists of more than one patch)? > > Do a regression test to locate which patch breaks Morrowmind. If you know which patch might have broken this, start there. If you do not, a normal regression test is a good idea. James McKenzie
[Re] Vertex pipeline replacement
Short feedback: - Max Payne 2: works as expected, I don't see any visual changes - Morrowind: 3D rendering breaks completly, minor (blending?) issues in the menu as well - however ingame scenes are fully black now How should I report this? Open a bug? Should I do any regression testing (since your patchset consists of more than one patch)? Greets, Tobias
RE: Vertex pipeline replacement
> I have tested this with Age of Myhology (Titans 1.03) on > wine-1.1.7-106-g38815e1, patches 1-11 don't seem to cause any problems > (haven't checked extensively though), but upon applying the 12th > (0012-WineD3D-ARBvp-ffp-replacement.patch) the water lost it's > transparency [1]. Sounds as if there's a problem with texture coordinates. Can you file a bugreport and assign it to me? Please add a link to a downloadable demo if one exists
Re: Vertex pipeline replacement
Hi Stefan, I have tested this with Age of Myhology (Titans 1.03) on wine-1.1.7-106-g38815e1, patches 1-11 don't seem to cause any problems (haven't checked extensively though), but upon applying the 12th (0012-WineD3D-ARBvp-ffp-replacement.patch) the water lost it's transparency [1]. I'm not sure what other information you need, so just let me know. I'm happy to test any changes you make. Chris. [1] http://i37.tinypic.com/dcyjac.png
RE: Vertex pipeline replacement
Hmm... It looks like my 2nd mail with the patch wasn't CC'ed to wine-devel > -Original Message- > From: [EMAIL PROTECTED] [mailto:wine-devel- > [EMAIL PROTECTED] On Behalf Of Stefan Dösinger > Sent: Thursday, October 30, 2008 2:02 AM > To: wine-devel@winehq.org > Subject: Vertex pipeline replacement > > Hi, > > I have my vertex pipeline replacement almost ready to send. Because the > fragment pipeline replacement caused a bunch of regressions, I want to > give > this patch a bit of testing before committing it. I expect slightly > more > regressions there because the vertex processing stuff is still badly > tested, > especially lighting. > > Can you give the patches a try and see if your game still works? For > now the > most important part is that the game works without any performance loss > or > rendering bugs. > > This patchset is supposed to address the following issues: > > 1) Improve performance in applications that are hit hard by > drawStridedSlow. > I don't know if there are many left, because the vertex buffer fixups > really > helped here > > 2) Allow adding features that do not exist in the GL fixed function > pipeline(or are not supported by drivers): Vertex blending, tweening, > more > efficient material tracking, per-vertex point size > > 3) Make the way towards OpenGL 3 forward compatibility mode > > So far (1) should already go some way with these patches. There are no > new > features added yet, and opengl 3 needs the same stuff implemented with > GLSL > and further work, but this is a necessary start. > > Once these patches are in, I'll turn to fine-tuning things. The rhw > handling > can be done better(maybe), and vertex buffer loading can be made much > cheaper if the pipeline replacement is in use and opengl supports > native 16 > bit vertex attributes. This should get old card compatibility costs off > our > backs when we're running on a modern GPU without sacrificing backward > compatibility. > arbvp.tar.bz2 Description: Binary data