Re: [1/3] WineD3D: Infrastructure to render swapchains to a FBO

2009-11-30 Thread Henri Verbeet
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

2009-11-30 Thread 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.

> 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 Thread Henri Verbeet
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?