My hardware is Ryzen 7 4700u with the integrated graphics
Flatout (Direct3D 9): 3 fps to 40 fps (renders correctly)
Unigine Heaven (OpenGL): ~17 fps (renders correctly)
Unigine Heaven (Direct3D 9): 20-30 fps (renders correctly)
Unigine Heaven (Direct3D 11): 20-30 fps as well (renders correctly)
Elder Scrolls IV (Direct3D 9): 20 fps (renders correctly)
BeamNG Tech Demo 0.3 (Direct3D 9): 2 fps (renders correctly, but still runs poorly)
These numbers are from my memory, I will update them with the more accurate numbers when I get home.
Unfortunately, we lose the ability to get lucky with the mapping just happening to be in the 32 bit range.
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v5: opengl32: speed up wow64 mapping.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5145
My hardware is Ryzen 7 4700u with the integrated graphics
Flatout (Direct3D 9): 3 fps to 40 fps (renders correctly)
Unigine Heaven (OpenGL): ~17 fps (renders correctly)
Unigine Heaven (Direct3D 9): 20-30 fps (renders correctly)
Unigine Heaven (Direct3D 11): 20-30 fps as well (renders correctly)
Elder Scrolls IV (Direct3D 9): 20 fps (broken intro videos, ingame rendering looks correct, old mapping code works just fine in the intro videos)
BeamNG Tech Demo 0.3 (Direct3D 9): 2 fps (renders correctly, but still runs poorly)
These numbers are from my memory, I will update them with the more accurate numbers when I get home.
Unfortunately, we lose the ability to get lucky with the mapping just happening to be in the 32 bit range.
--
v3: opengl32: speed up wow64 mapping
https://gitlab.winehq.org/wine/wine/-/merge_requests/5145
My hardware is Ryzen 7 4700u with the integrated graphics
Flatout (Direct3D 9): 3 fps to 40 fps (renders correctly)
Unigine Heaven (OpenGL): ~17 fps (renders correctly)
Unigine Heaven (Direct3D 9): 20-30 fps (renders correctly)
Unigine Heaven (Direct3D 11): 20-30 fps as well (renders correctly)
Elder Scrolls IV (Direct3D 9): 20 fps (broken intro videos, ingame rendering looks correct, old mapping code works just fine in the intro videos)
BeamNG Tech Demo 0.3 (Direct3D 9): 2 fps (renders correctly, but still runs poorly)
These numbers are from my memory, I will update them with the more accurate numbers when I get home.
Unfortunately, we lose the ability to get lucky with the mapping just happening to be in the 32 bit range.
--
v2: opengl32: speed up wow64 mapping
https://gitlab.winehq.org/wine/wine/-/merge_requests/5145
My hardware is Ryzen 7 4700u with the integrated graphics
Flatout (Direct3D 9): 3 fps to 40 fps (renders correctly)
Unigine Heaven (OpenGL): ~17 fps (renders correctly)
Unigine Heaven (Direct3D 9): 20-30 fps (renders correctly)
Unigine Heaven (Direct3D 11): 20-30 fps as well (renders correctly)
Elder Scrolls IV (Direct3D 9): 20 fps (broken intro videos, ingame rendering looks correct, old mapping code works just fine in the intro videos)
These numbers are from my memory, I will update them with the more accurate numbers when I get home.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/5145
~~This applies on top of !656, the last three commits belong here.~~
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v8: vkd3d-shader/ir: Sort each loop by block label.
vkd3d-shader/ir: Dump the loops in the control flow graph.
vkd3d-shader/ir: Keep track of loops by header block.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/662
This was implemented in vkd3d 1.10. Another known feature that has to be enabled with compatibility flag is d3d9 style sampling functions. We currently don't do that, making them supported unconditionally.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5146