Hi, Here is a new patchset for testing which implements duplicating gl contexts for new threads in wined3d. Again, it does not implement any synchronisation measures(except ENTER_GL and glFinish), so running multithreaded games is still kinda a lottery.
This patchset also contains a patch for offscreen rendering, which may fix the problems introduced with TES: Oblivion before.
This is just a format-patch of my git tree, the first 3 patches are unrelated. One of them is a clone of Henri's already sent patch, and the other 2 patches were sent by me already.
Happy testing, Stefan
Ok, i tried it with current CVS.
+ There are many improvments in some games like Tomb Raider Legends, GTA San Andreas, HalfLife Episode One and 3DMark 2005 or 2006 + Oblivion is still broken (same as with previous patchset) + With your previous Thread patchset Rainbow Six Vegas can even run into menu, but now it hang while loading menu. + I can't find any other regressions :)
Tested with: - 3DMark 2003 - 3DMark 2005 - 3DMark 2006 - Alpine Sky Racing 2007 - Battlefield 2142 Demo - Call of Duty 2 - Flatout 2 - GTA San Andreas - Half-Life 2 EO - NFS: MW - NFS: Carbon (can't run it before and after) - All NVidia SDK Direct3D Demos - Neverwinter Nights 2 (can't run it before and after) - Polda 5 (czech game) - Rayman 3 - Rayman Raving Rabbids (can't run it before and after) - Rainbow Six: Vegas - TES IV: Oblivion - Titan Quest (still hangs in menu) - Tomb Raider: Legend
Mirek
Stefan Dösinger napsal(a):
Hi, Here is a new patchset for testing which implements duplicating gl contexts for new threads in wined3d. Again, it does not implement any synchronisation measures(except ENTER_GL and glFinish), so running multithreaded games is still kinda a lottery.
This patchset also contains a patch for offscreen rendering, which may fix the problems introduced with TES: Oblivion before.
This is just a format-patch of my git tree, the first 3 patches are unrelated. One of them is a clone of Henri's already sent patch, and the other 2 patches were sent by me already.
Happy testing, Stefan
Am Sonntag 04 März 2007 23:04 schrieb Mirek:
Ok, i tried it with current CVS.
- Oblivion is still broken (same as with previous patchset)
Which offscreen rendering method did you use?
Am Dienstag 06 März 2007 20:48 schrieb Mirek:
Stefan Dösinger napsal(a):
Am Sonntag 04 März 2007 23:04 schrieb Mirek:
Ok, i tried it with current CVS.
- Oblivion is still broken (same as with previous patchset)
Which offscreen rendering method did you use?
Backbuffer
What happens with fbos? Last I knew this game works better with fbos
Stefan Dösinger napsal(a):
Am Dienstag 06 März 2007 20:48 schrieb Mirek:
Stefan Dösinger napsal(a):
Am Sonntag 04 März 2007 23:04 schrieb Mirek:
Ok, i tried it with current CVS.
- Oblivion is still broken (same as with previous patchset)
Which offscreen rendering method did you use?
Backbuffer
What happens with fbos? Last I knew this game works better with fbos
With fbo game crashed after loading game.
Mirek
Without patch 10 I can run Rainbow Six Vegas, even the game, but it is realy slow and graphic is very ugly.
Mirek Slugen
Mirek napsal(a):
Ok, i tried it with current CVS.
- There are many improvments in some games like Tomb Raider Legends, GTA
San Andreas, HalfLife Episode One and 3DMark 2005 or 2006
- Oblivion is still broken (same as with previous patchset)
- With your previous Thread patchset Rainbow Six Vegas can even run into
menu, but now it hang while loading menu.
- I can't find any other regressions :)
Tested with:
- 3DMark 2003
- 3DMark 2005
- 3DMark 2006
- Alpine Sky Racing 2007
- Battlefield 2142 Demo
- Call of Duty 2
- Flatout 2
- GTA San Andreas
- Half-Life 2 EO
- NFS: MW
- NFS: Carbon (can't run it before and after)
- All NVidia SDK Direct3D Demos
- Neverwinter Nights 2 (can't run it before and after)
- Polda 5 (czech game)
- Rayman 3
- Rayman Raving Rabbids (can't run it before and after)
- Rainbow Six: Vegas
- TES IV: Oblivion
- Titan Quest (still hangs in menu)
- Tomb Raider: Legend
Mirek
Stefan Dösinger napsal(a):
Hi, Here is a new patchset for testing which implements duplicating gl contexts for new threads in wined3d. Again, it does not implement any synchronisation measures(except ENTER_GL and glFinish), so running multithreaded games is still kinda a lottery.
This patchset also contains a patch for offscreen rendering, which may fix the problems introduced with TES: Oblivion before.
This is just a format-patch of my git tree, the first 3 patches are unrelated. One of them is a clone of Henri's already sent patch, and the other 2 patches were sent by me already.
Happy testing, Stefan
Stefan Dösinger wrote:
Hi, Here is a new patchset for testing which implements duplicating gl contexts for new threads in wined3d. Again, it does not implement any synchronisation measures(except ENTER_GL and glFinish), so running multithreaded games is still kinda a lottery.
Awesome job! Now several more games that didn't work start working: - Indiana Jones and emperor tomb - Prince of Persia Sands of the Time - Psychonauts
All of them were crashing after playing intro video(s). The only finicky game is Psychonauts. I had to force multi-threaded d3d and even then it some times crashes. Apparently it's the case of thread safety that we don't have yet.
In general it seems the good step forward allowing lots more games to work on Wine.
Vitaliy.