Created
September 4, 2013 13:58
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Dota 2 wine/intel optimizations, patched against Wine git, details here: http://vrodic.blogspot.com/2013/08/dota-2-wine-optimization-for-intel-gpus.html
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diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c | |
index 123e9b1..980c389 100644 | |
--- a/dlls/wined3d/context.c | |
+++ b/dlls/wined3d/context.c | |
@@ -2255,8 +2255,8 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win | |
* driver show that disabling blending when clearing improves the clearing | |
* performance incredibly. */ | |
gl_info->gl_ops.gl.p_glDisable(GL_BLEND); | |
- gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST); | |
- checkGLcall("glEnable GL_SCISSOR_TEST"); | |
+ //gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST); | |
+ //checkGLcall("glEnable GL_SCISSOR_TEST"); | |
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); | |
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE)); | |
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c | |
index 1db04b4..9c94066 100644 | |
--- a/dlls/wined3d/device.c | |
+++ b/dlls/wined3d/device.c | |
@@ -654,7 +654,9 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c | |
checkGLcall("glClearColor"); | |
clear_mask = clear_mask | GL_COLOR_BUFFER_BIT; | |
} | |
- | |
+ gl_info->gl_ops.gl.p_glClear(clear_mask); | |
+ | |
+#if 0 | |
if (!clear_rect) | |
{ | |
if (render_offscreen) | |
@@ -710,7 +712,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c | |
checkGLcall("glClear"); | |
} | |
} | |
- | |
+#endif | |
if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET | |
&& target->swapchain && target->swapchain->front_buffer == target)) | |
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ | |
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c | |
index 6e96233..c649bb0 100644 | |
--- a/dlls/wined3d/directx.c | |
+++ b/dlls/wined3d/directx.c | |
@@ -2699,12 +2699,14 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info) | |
if (gl_info->supported[ARB_VERTEX_SHADER]) | |
{ | |
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max); | |
+ gl_max = 256*4; | |
gl_info->limits.glsl_vs_float_constants = gl_max / 4; | |
TRACE("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants); | |
} | |
if (gl_info->supported[ARB_FRAGMENT_SHADER]) | |
{ | |
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max); | |
+ gl_max = 256*4; | |
gl_info->limits.glsl_ps_float_constants = gl_max / 4; | |
TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants); | |
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max); |
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