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Am 2014-01-29 19:11, schrieb Henri Verbeet:
On 29 January 2014 19:04, Chris Robinson chris.kcat@gmail.com wrote:
The multi-threaded command stream patches would fix this issue, wouldn't it? In that case, WineD3D has a GL context on its own thread to handle the D3D calls, leaving the app threads more or less alone. Of course, it'll be a while before they get into Wine proper.
It could, but only if we decide to enable CSMT even on uniprocessor systems, and only if we decide to do all GL calls in the worker thread, including e.g. resource maps and updates.
I agree with Henri on this. We should not rely on the CSMT patches to take care of this. Using it on uniprocessor systems is going to hurt performance. It'd also be very useful to keep the single threaded command stream fully operational (including the optional StrictDrawOrdering) for debugging purposes.