0) Original: 165.67fps 1) Hack out device_preload_textures 187.08fps (see 18, reverted. More than expected) 2) WINEDEBUG=-all 178.43fps 3) rt location housekeeping 186.29fps 4) ds location housekeeping 200.93fps 5) redundant fbo checks 254.99fps 6) FBO validation 293.61fps 7) mutex call level 294.08fps (essentially unchanged, reverted) 8) SetPrimitiveType checking 297.80fps 9) CFLAGS="-g -O2" 297.80fps (supposed to change nothing) 10) CFLAGS="-g -O3" 308.05fps 11) CFLAGS="-g -O3 -fomit-fp" 337.11fps (yep, I know it is -fomit-frame-pointer) 12) compile out debug msgs 341.77fps (huh, once this ran slower) 13) no -fPIC 344.21fps (ok, not that much change here) 14) findTexUnitMap hack 390.15fps 15) no wined3d mutex 449.40fps (unrealistic) 16) no gl locks 848.77fps (Santa Claus is real) ---- Notice ---- From here on(and probably an earlier point) the individual items cause way too high performance improvements. Keep the inverse proportionality in mind ---------------- 17) context level counting 887.41fps 18) hack out device_preload_textures 973.35fps (let's see how much that does without the other hacks) 19) turn render to fbo off 919.39fps (interesting, reverted) 20) Turn off glsl 973.35fps (note: the shader and constants are static, reverted) 21) remove point sprite warning 976.68fps (margin of errror)