wined3d: Fix glDrawBuffers() optimization.
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76eba12e1c
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002674e49d
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@ -1321,6 +1321,17 @@ static int WineD3D_ChoosePixelFormat(struct wined3d_device *device, HDC hdc,
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return iPixelFormat;
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}
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static inline DWORD generate_rt_mask(GLenum buffer)
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{
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/* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */
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return buffer ? (1 << 31) | buffer : 0;
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}
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static inline DWORD generate_rt_mask_from_surface(struct wined3d_surface *target)
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{
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return (1 << 31) | surface_get_gl_buffer(target);
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}
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/* Do not call while under the GL lock. */
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struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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struct wined3d_surface *target, const struct wined3d_format *ds_format)
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@ -1457,7 +1468,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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ret->tid = GetCurrentThreadId();
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ret->render_offscreen = surface_is_offscreen(target);
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ret->draw_buffer_dirty = TRUE;
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ret->draw_buffers_mask = generate_rt_mask(GL_BACK);
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ret->valid = 1;
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ret->glCtx = ctx;
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@ -2017,7 +2028,7 @@ void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
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{
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glDrawBuffer(buffer);
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checkGLcall("glDrawBuffer()");
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context->draw_buffer_dirty = TRUE;
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context->draw_buffers_mask = generate_rt_mask(buffer);
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}
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static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
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@ -2075,6 +2086,8 @@ static void context_validate_onscreen_formats(struct wined3d_device *device,
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/* Context activation is done by the caller. */
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void context_apply_blit_state(struct wined3d_context *context, struct wined3d_device *device)
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{
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DWORD rt_mask;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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context_validate_onscreen_formats(device, context, NULL);
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@ -2086,23 +2099,26 @@ void context_apply_blit_state(struct wined3d_context *context, struct wined3d_de
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ENTER_GL();
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, context->current_rt, NULL, SFLAG_INTEXTURE);
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LEAVE_GL();
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rt_mask = 1;
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}
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else
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{
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ENTER_GL();
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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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LEAVE_GL();
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rt_mask = generate_rt_mask_from_surface(context->current_rt);
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}
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context->draw_buffer_dirty = TRUE;
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}
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else
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{
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rt_mask = generate_rt_mask_from_surface(context->current_rt);
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}
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ENTER_GL();
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if (context->draw_buffer_dirty)
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if (rt_mask != context->draw_buffers_mask)
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{
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context_apply_draw_buffers(context, 1, &context->current_rt);
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
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context->draw_buffer_dirty = FALSE;
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context->draw_buffers_mask = rt_mask;
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}
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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@ -2168,19 +2184,22 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
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else
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{
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context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
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rt_mask = 1;
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rt_mask = generate_rt_mask_from_surface(rts[0]);
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}
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LEAVE_GL();
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}
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else
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{
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rt_mask = 1;
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rt_mask = generate_rt_mask_from_surface(rts[0]);
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}
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ENTER_GL();
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context_apply_draw_buffers(context, rt_mask, rts);
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context->draw_buffer_dirty = TRUE;
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if (rt_mask != context->draw_buffers_mask)
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{
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context_apply_draw_buffers(context, rt_mask, rts);
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context->draw_buffers_mask = rt_mask;
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}
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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@ -2214,6 +2233,7 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
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const struct StateEntry *state_table = device->StateTable;
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const struct wined3d_fb_state *fb = &device->fb;
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unsigned int i;
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DWORD rt_mask;
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if (!context_validate_rt_config(context->gl_info->limits.buffers,
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fb->render_targets, fb->depth_stencil))
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@ -2236,26 +2256,31 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
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ENTER_GL();
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context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
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LEAVE_GL();
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rt_mask = generate_rt_mask_from_surface(fb->render_targets[0]);
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}
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else
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{
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const struct wined3d_shader *ps = device->stateBlock->state.pixel_shader;
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ENTER_GL();
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context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil, SFLAG_INTEXTURE);
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glReadBuffer(GL_NONE);
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checkGLcall("glReadBuffer");
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LEAVE_GL();
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rt_mask = ps ? ps->reg_maps.rt_mask : 1;
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rt_mask &= device->valid_rt_mask;
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}
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}
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else
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{
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rt_mask = generate_rt_mask_from_surface(fb->render_targets[0]);
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}
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ENTER_GL();
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if (context->draw_buffer_dirty)
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if (context->draw_buffers_mask != rt_mask)
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{
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const struct wined3d_shader *ps = device->stateBlock->state.pixel_shader;
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DWORD rt_mask = ps ? ps->reg_maps.rt_mask : 1;
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rt_mask &= device->valid_rt_mask;
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context_apply_draw_buffers(context, rt_mask, fb->render_targets);
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context->draw_buffer_dirty = FALSE;
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context->draw_buffers_mask = rt_mask;
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}
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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@ -2334,7 +2359,6 @@ static void context_setup_target(struct wined3d_device *device,
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}
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}
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context->draw_buffer_dirty = TRUE;
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context->current_rt = target;
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context_set_render_offscreen(context, StateTable, render_offscreen);
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}
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@ -1053,7 +1053,6 @@ struct wined3d_context
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/* Stores some information about the context state for optimization */
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WORD render_offscreen : 1;
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WORD draw_buffer_dirty : 1;
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WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
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WORD last_was_pshader : 1;
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WORD last_was_vshader : 1;
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@ -1067,6 +1066,7 @@ struct wined3d_context
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WORD current : 1;
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WORD destroyed : 1;
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WORD valid : 1;
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WORD padding : 1;
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BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
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BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
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DWORD numbered_array_mask;
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@ -1098,6 +1098,7 @@ struct wined3d_context
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BOOL rebind_fbo;
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struct wined3d_surface **blit_targets;
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GLenum *draw_buffers;
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DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
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/* Queries */
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GLuint *free_occlusion_queries;
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