wined3d: Try doing a present in wined3d_surface_blt() instead of IWineD3DSurfaceImpl_BltOverride().
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1b9bc1a950
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@ -1462,7 +1462,7 @@ HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const REC
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struct wined3d_surface *src_surface, const RECT *src_rect_in, DWORD flags,
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const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter)
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{
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const struct wined3d_swapchain *src_swapchain, *dst_swapchain;
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struct wined3d_swapchain *src_swapchain, *dst_swapchain;
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struct wined3d_device *device = dst_surface->resource.device;
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DWORD src_ds_flags, dst_ds_flags;
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RECT src_rect, dst_rect;
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@ -1661,6 +1661,29 @@ HRESULT CDECL wined3d_surface_blt(struct wined3d_surface *dst_surface, const REC
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{
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TRACE("Color blit.\n");
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/* Use present for back -> front blits. The idea behind this is
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* that present is potentially faster than a blit, in particular
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* when FBO blits aren't available. Some ddraw applications like
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* Half-Life and Prince of Persia 3D use Blt() from the backbuffer
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* to the frontbuffer instead of doing a Flip(). D3D8 and D3D9
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* applications can't blit directly to the frontbuffer. */
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if (dst_swapchain && dst_swapchain->back_buffers
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&& dst_surface == dst_swapchain->front_buffer
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&& src_surface == dst_swapchain->back_buffers[0])
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{
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WINED3DSWAPEFFECT swap_effect = dst_swapchain->presentParms.SwapEffect;
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TRACE("Using present for backbuffer -> frontbuffer blit.\n");
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/* Set the swap effect to COPY, we don't want the backbuffer
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* to become undefined. */
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dst_swapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
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wined3d_swapchain_present(dst_swapchain, NULL, NULL, dst_swapchain->win_handle, NULL, 0);
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dst_swapchain->presentParms.SwapEffect = swap_effect;
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return WINED3D_OK;
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}
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if (fbo_blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
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&src_rect, src_surface->resource.usage, src_surface->resource.pool, src_surface->resource.format,
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&dst_rect, dst_surface->resource.usage, dst_surface->resource.pool, dst_surface->resource.format))
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@ -5312,55 +5335,6 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surfa
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return WINED3DERR_INVALIDCALL;
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}
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/* The only case where both surfaces on a swapchain are supported is a
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* back buffer -> front buffer blit on the same swapchain. */
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if (dstSwapchain && dstSwapchain->back_buffers
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&& dst_surface == dstSwapchain->front_buffer
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&& src_surface == dstSwapchain->back_buffers[0])
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{
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/* Half-Life does a Blt from the back buffer to the front buffer,
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* Full surface size, no flags... Use present instead
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*
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* This path will only be entered for d3d7 and ddraw apps, because
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* d3d8/9 offer no way to blit to the front buffer. */
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for (;;)
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{
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/* These flags are unimportant for the flag check, remove them */
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if (!(flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
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{
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WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
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/* The idea behind this is that a glReadPixels and a glDrawPixels call
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* take very long, while a flip is fast.
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* This applies to Half-Life, which does such Blts every time it finished
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* a frame, and to Prince of Persia 3D, which uses this to draw at least the main
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* menu. This is also used by all apps when they do windowed rendering
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*
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* The problem is that flipping is not really the same as copying. After a
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* Blt the front buffer is a copy of the back buffer, and the back buffer is
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* untouched. Therefore it's necessary to override the swap effect
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* and to set it back after the flip.
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*
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* Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
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* testcases.
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*/
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dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
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TRACE("Full screen back buffer -> front buffer blt, performing a flip instead.\n");
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wined3d_swapchain_present(dstSwapchain, NULL, NULL, dstSwapchain->win_handle, NULL, 0);
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dstSwapchain->presentParms.SwapEffect = orig_swap;
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return WINED3D_OK;
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}
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break;
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}
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TRACE("Unsupported blit between buffers on the same swapchain\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (dstSwapchain && dstSwapchain == srcSwapchain)
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{
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FIXME("Implement hardware blit between two surfaces on the same swapchain\n");
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