On 20/07/06, Stefan Dösinger stefan@codeweavers.com wrote:
for us. The reason why it doesn't are apparently drawStridedSlow and the brute force setting of gl states. The debugging facilies seem to have really bad effects on performance too.
Well, that should be fixed anyway, of course.
Yet I think some things should be done, like having vertex and pixel format fixups in a seperate thread, or shader perhaps compilation. The D3D objects have to be protected with critical sections too.
I think that should be dependant on whether the device was created with D3DCREATE_MULTITHREADED or not. I'm not sure how much can be gained by moving shader compilation into it's own thread, but I suppose it's worth some tests.