- do not forget to set the 'initial_upload_done' flag (to have better

performance)
- better handling of the 'initial' flag for frame-buffer flushes
This commit is contained in:
Lionel Ulmer 2003-07-16 23:28:37 +00:00 committed by Alexandre Julliard
parent 22d38ef3d2
commit 08cc0d1c73
2 changed files with 7 additions and 3 deletions

View File

@ -107,6 +107,7 @@ static DWORD d3ddevice_set_state_for_flush(IDirect3DDeviceImpl *d3d_dev, LPCRECT
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
} else { } else {
glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex); glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
*initial = FALSE;
} }
if (d3d_dev->tex_mat_is_identity[0] == FALSE) { if (d3d_dev->tex_mat_is_identity[0] == FALSE) {
glMatrixMode(GL_TEXTURE); glMatrixMode(GL_TEXTURE);
@ -2821,7 +2822,7 @@ d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
GLenum prev_draw; GLenum prev_draw;
WINE_GL_BUFFER_TYPE src_buffer_type; WINE_GL_BUFFER_TYPE src_buffer_type;
IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice; IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
BOOLEAN initial = FALSE; BOOLEAN initial;
DWORD opt_bitmap; DWORD opt_bitmap;
int x, y; int x, y;
@ -2941,7 +2942,7 @@ d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
int width, height; int width, height;
GLenum prev_draw; GLenum prev_draw;
IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice; IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
BOOLEAN initial = FALSE; BOOLEAN initial;
DWORD opt_bitmap; DWORD opt_bitmap;
int x, y; int x, y;
double x_stretch, y_stretch; double x_stretch, y_stretch;
@ -3514,7 +3515,7 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
RECT loc_rect; RECT loc_rect;
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev; IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
int x, y; int x, y;
BOOLEAN initial = FALSE; BOOLEAN initial;
DWORD opt_bitmap; DWORD opt_bitmap;
/* Note : no need here to lock the 'device critical section' as we are already protected by /* Note : no need here to lock the 'device critical section' as we are already protected by

View File

@ -270,6 +270,7 @@ gltex_upload_texture(IDirectDrawSurfaceImpl *surf_ptr, IDirect3DDeviceImpl *d3dd
upload_surface_to_tex_memory(NULL, 0, 0, &(gl_surf_ptr->surface_ptr)); upload_surface_to_tex_memory(NULL, 0, 0, &(gl_surf_ptr->surface_ptr));
upload_surface_to_tex_memory_release(); upload_surface_to_tex_memory_release();
gl_surf_ptr->dirty_flag = SURFACE_MEMORY; gl_surf_ptr->dirty_flag = SURFACE_MEMORY;
gl_surf_ptr->initial_upload_done = TRUE;
} else { } else {
ERR("Problem for upload of texture %d (level = %d / initial done = %d).\n", ERR("Problem for upload of texture %d (level = %d / initial done = %d).\n",
gl_surf_ptr->tex_name, surf_ptr->mipmap_level, gl_surf_ptr->initial_upload_done); gl_surf_ptr->tex_name, surf_ptr->mipmap_level, gl_surf_ptr->initial_upload_done);
@ -393,6 +394,7 @@ gltex_bltfast(IDirectDrawSurfaceImpl *surf_ptr, DWORD dstx,
upload_surface_to_tex_memory(NULL, 0, 0, &(gl_surf_ptr->surface_ptr)); upload_surface_to_tex_memory(NULL, 0, 0, &(gl_surf_ptr->surface_ptr));
upload_surface_to_tex_memory_release(); upload_surface_to_tex_memory_release();
gl_surf_ptr->dirty_flag = SURFACE_MEMORY; gl_surf_ptr->dirty_flag = SURFACE_MEMORY;
gl_surf_ptr->initial_upload_done = TRUE;
} else { } else {
glBindTexture(GL_TEXTURE_2D, cur_tex); glBindTexture(GL_TEXTURE_2D, cur_tex);
LEAVE_GL(); LEAVE_GL();
@ -408,6 +410,7 @@ gltex_bltfast(IDirectDrawSurfaceImpl *surf_ptr, DWORD dstx,
upload_surface_to_tex_memory(NULL, 0, 0, &(gl_surf_ptr->surface_ptr)); upload_surface_to_tex_memory(NULL, 0, 0, &(gl_surf_ptr->surface_ptr));
upload_surface_to_tex_memory_release(); upload_surface_to_tex_memory_release();
gl_surf_ptr->dirty_flag = SURFACE_MEMORY; gl_surf_ptr->dirty_flag = SURFACE_MEMORY;
gl_surf_ptr->initial_upload_done = TRUE;
} else { } else {
glBindTexture(GL_TEXTURE_2D, cur_tex); glBindTexture(GL_TEXTURE_2D, cur_tex);
LEAVE_GL(); LEAVE_GL();