Originally posted by haagch
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Internal Multi-Threading Arrives For Gallium3D's Direct3D 9 "Nine"
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Is there a way to donate to the Gallium Nine team/project? I use it everyday and would like to pay it forward. I'm not a developer so the only way I can provide my gratitude and appreciation is to donate, spread the word (I managed to get four of my friends to switch to GNU/Linux), and provide support for the one game I do play on WineHQ (Guild Wars 2). As always, thank you Gallium Nine team!
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Where can I donate to this project? I use it exclusively to play Guild Wars 2. Because of Gallium Nine I was able to switch four of my friends from Windows to GNU/Linux. I don't have any programming skills so the least I can do is spread the word, document continuously regarding Guild Wars 2 (which I do on WineHQ), and donate to the project.
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Originally posted by LinuxID10T View PostThis is fucking beautiful. Too bad the OpenGL driver still isn't properly multithreaded...
It is definitely not beautiful. I'm not against this happening, it's just the ass backwards way of doing this.
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Originally posted by debianxfce View PostIt is very scientistic to use one game as example.
Originally posted by debianxfce View PostProbably you are using winecfg to change between nine and csmt. It is not same as using wine-staging csmt.
This topic is about nine multithreading that you probably not tested yet.
I also had to set up
Code:[Software\\Wine\\Direct3D] 1481184208 4415130 #time=1d251298f27a69a "VideoMemorySize"="8192" "VideoPCIDeviceID"=dword:000013c2 "VideoPciVendorID"=dword:000010de
With gallium nine it just works out of the box.
Gallium nine CSMT by the way needs no wine support. It's completely contained in mesa. And yes I have tried it by first merging the nine/csmt branch and now by merging nine/master.
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Originally posted by mannerov View Post
I think what's blocking for csmt in wine is that the devs haven't had time so far to make the cleanups they wanted to the patchset, and instead just rebased it years over years over their wine changes.
I don't think however it must have been harder to implement that it has been for nine.
This is some information about csmt actual state (link for courtesy winehq)
https://www.winehq.org/wwn/403#WineConf 2016 Summary
Henri is working on upstreaming the multithreaded command stream (Currently it’s in staging, but not the master branch).
He wasn’t at WineConf, so we couldn’t really come to a conclusion when that work will be finished.
It depends on Henri’s other tasks, CodeWeavers keeps dropping work at him that needs to be finished yesterday.
Henri has made progress in the past months, merging the patches that unify 2D, Cube and Volume textures into one texture resource, but merging textures and buffers into one common resource is missing, and the blitter support in the current command stream code is a mess.
he ETA depends on where Henri wants to go exactly.
Maybe in next wine dev cicle (wine 2.1) csmt could have more priority
However next friday must be begins wine 2.0 rc phase (according last information in wine-devel), in good side wine 2.0rc phase dont allow insert new features maybe henri can have more time for polish some csmt code
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Ohhh, this looks promising! I knew gallium9 had some multi threading already, but this seems like it could be a massive boost. I'll be interested to see a comparison test.
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Originally posted by debianxfce View Post
Happy testing, wine-staging csmt has been long available so it is more stable than a brand new nine code. It might take years to test with all the games and hardware to achieve the same stability.
Guess which is gallium nine and which is wined3d with CSMT.
Guess which one I'm more likely to use.
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Originally posted by geearf View PostAwesome work!
Now I'm curious, was it easier to implement csmt in Nine than standard wine (it's been years I think)? and if so, in a few words why?
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