http://bugs.winehq.org/show_bug.cgi?id=11674
Ema ema.oriani@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |ema.oriani@gmail.com
--- Comment #137 from Ema ema.oriani@gmail.com 2011-11-02 10:52:28 CDT --- Hi AE/all,
I guess the same issues are to be experienced when playing SC2 (Blizzard engine etc etc); we have a bug http://bugs.winehq.org/show_bug.cgi?id=28459 for this reason.
I fundamentally have a couple of questions:
1) What in AE's patch is the major boost performance? The implementation of GetLogicalProcessorInformation (which lets the game know about n cores) or the fact that we use a separate Direct3D->OpenGL renderer thread?
2) AE, if I'm correct, I've read your patch for approx 15 minutes and the rGL idea is that (via pipe/files) the wine_opengl functions will send their calls to a thread renderer. Is there anything else important happening behind the scenes, from an architectural point of view? Whilst conceptually simple, it's still 5 MB but unfortunately doesn't look like to be 'productionized' code :-(
3) What other games have their performance improved by the rGL patch?
I was in a discussion with someone from the main wine development team and even internally they were going/had developed a prototype thread renderer. As AE showed, even if from a theoretical point of view the detached Direct3D->OpenGL thread renderer is simple, it might be a mess to maintain if not properly implemented.
If the detached thread renderer is the way to go then we might build consensus and ask the main wine dev team to think about implementing it.
Let me know, Cheers