[Mesa-dev] [PATCH v3 0/9] Gallium Nine

Axel Davy axel.davy at ens.fr
Fri Nov 14 09:47:31 PST 2014

Le 14/11/2014 18:40, Henri Verbeet a écrit :
> On 14 November 2014 17:52, Axel Davy <axel.davy at ens.fr> wrote:
>> Second d3d9 as gallium state tracker seems much easier than d3d9 on OpenGL.
>> As for me, I contributed only since a few months ago, and was able to
>> implement a lot of things quite easily, for exemple:
>> . Respect the number of backbuffer asked by the app (as far as I know wine
>> doesn't support >= 2 and behaves like 1)
>> . Support the Render-ahead d3d9 behaviour (d3d9 doesn't have tripple
>> buffering like Opengl can have)
>> . wine seems to have a lot of issues with stuttering, etc. We have control
>> of throttling and vsync, and thus don't have any particular issue there
> Most of the stuttering I'm aware of is GLSL compiler related.
As far as I have seen with our logs, games generally compile shaders 
during game load,
but then are done with it. Do you mean you compile them again and again ?
>> . We have very good DRI_PRIME support (better than what GLX has currently).
>> The fact that nine was develloped so fast by few devs show well that it was
>> easier.
> I don't want to sound overly negative, but I'm afraid that what you're
> seeing is mostly just the first 80% of any project being a lot easier
> than the last 1% or so.
I'm not expert, but I think we have sufficiently complex apps working 
perfectly to say we are more than 80% and near wine state (again, wine 
has some bugs we haven't, and nine has some bugs wine doesn't have, but 
that seems easier to solve).

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