On 13 May 2016 at 18:11, Aaryaman Vasishta jem456.vasishta@gmail.com wrote:
Right, will keep that in mind and resend this patch. But I'm curious as to how does an application depend on optimised error paths? If I understood correctly, this optimisation would probably be needed for games who have a lot of failed texture loading calls per frame (even on windows), and not optimising this would cause it to lag a lot. Or is it something else?
Something along those lines, yeah. You could e.g. have an application that does redundant InitFromFile() calls inside of some hot-path because instead of keeping track of whether the texture is initialised it depends on InitFromFile() failing quickly. Note that that only works if it fails quickly on Windows as well, and leaking the IDirect3DRM reference on each failed call makes the scenario a bit unlikely.