wined3d: Handle FBO attachments slightly more efficiently.

This commit is contained in:
H. Verbeet 2007-04-09 01:53:27 +02:00 committed by Alexandre Julliard
parent 6c2e14e5b0
commit 3d4e054b55
5 changed files with 85 additions and 61 deletions

View File

@ -631,9 +631,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
* rendering. No context change is needed in that case
*/
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && oldRenderOffscreen) {
set_render_target_fbo((IWineD3DDevice *) This, 0, target);
} else if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
@ -665,7 +663,6 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
*/
context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0];
}
set_render_target_fbo((IWineD3DDevice *) This, 0, target);
break;
case ORM_PBUFFER:

View File

@ -7,7 +7,7 @@
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Stefan Dösinger for CodeWeavers
* Copyright 2006 Henri Verbeet
* Copyright 2006-2007 Henri Verbeet
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@ -73,8 +73,6 @@ static inline Display *get_display( HDC hdc )
/* static function declarations */
static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil);
/* helper macros */
#define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
@ -185,7 +183,7 @@ static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
}
HeapFree(GetProcessHeap(), 0, This->render_targets);
HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
HeapFree(GetProcessHeap(), 0, This->draw_buffers);
if (This->glsl_program_lookup) hash_table_destroy(This->glsl_program_lookup);
@ -1700,9 +1698,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
/* Depth Stencil support */
This->stencilBufferTarget = This->depthStencilBuffer;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
set_depth_stencil_fbo(iface, This->depthStencilBuffer);
}
if (NULL != This->stencilBufferTarget) {
IWineD3DSurface_AddRef(This->stencilBufferTarget);
}
@ -4195,6 +4190,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
/* This is for offscreen rendering as well as for multithreading, thus activate the set render target
* and not the last active one.
*/
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
apply_fbo_state(iface);
}
ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
glEnable(GL_SCISSOR_TEST);
@ -5107,20 +5107,18 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
This->depth_copy_state = WINED3D_DCS_NO_COPY;
bind_fbo(iface);
TRACE("Set depth stencil to %p\n", depth_stencil);
if (depth_stencil_impl) {
GLenum texttarget, target;
GLint old_binding = 0;
IWineD3DSurface_PreLoad(depth_stencil);
texttarget = depth_stencil_impl->glDescription.target;
target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
glBindTexture(target, depth_stencil_impl->glDescription.textureName);
IWineD3DSurface_PreLoad(depth_stencil);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
@ -5132,33 +5130,24 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2DEXT()");
}
if (!This->render_offscreen) {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
}
}
void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
if (idx >= GL_LIMITS(buffers)) {
ERR("%p : Trying to set render target %d, but only %d supported\n", This, idx, GL_LIMITS(buffers));
}
bind_fbo(iface);
TRACE("Set render target %u to %p\n", idx, render_target);
if (rtimpl) {
GLenum texttarget, target;
GLint old_binding = 0;
IWineD3DSurface_PreLoad(render_target);
texttarget = rtimpl->glDescription.target;
target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
glBindTexture(target, rtimpl->glDescription.textureName);
IWineD3DSurface_PreLoad(render_target);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(target, old_binding);
@ -5173,16 +5162,50 @@ void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *re
This->draw_buffers[idx] = GL_NONE;
}
}
static void check_fbo_status(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLenum status;
status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
switch(status) {
case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
default: FIXME("FBO status %#x.\n", status); break;
}
}
void apply_fbo_state(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
unsigned int i;
if (This->render_offscreen) {
bind_fbo(iface);
/* Apply render targets */
for (i = 0; i < GL_LIMITS(buffers); ++i) {
IWineD3DSurface *render_target = This->render_targets[i];
if (This->fbo_color_attachments[i] != render_target) {
set_render_target_fbo(iface, i, render_target);
This->fbo_color_attachments[i] = render_target;
}
}
/* Apply depth targets */
if (This->fbo_depth_attachment != This->stencilBufferTarget) {
set_depth_stencil_fbo(iface, This->stencilBufferTarget);
This->fbo_depth_attachment = This->stencilBufferTarget;
}
if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
checkGLcall("glDrawBuffers()");
}
if (!This->render_offscreen) {
} else {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
}
check_fbo_status(iface);
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
@ -5242,9 +5265,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
* incomplete or incorrect when SetRenderTarget is called. DrawPrim() will apply the states when it is called.
*/
ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
} else {
/* We only get more than 1 render target with fbos, so no need to check the offscreen rendering method */
set_render_target_fbo(iface, RenderTargetIndex, pRenderTarget);
}
return WINED3D_OK;
}
@ -5268,15 +5288,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *
tmp = This->stencilBufferTarget;
This->stencilBufferTarget = pNewZStencil;
This->depth_copy_state = WINED3D_DCS_NO_COPY;
/* should we be calling the parent or the wined3d surface? */
if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
if (NULL != tmp) IWineD3DSurface_Release(tmp);
hr = WINED3D_OK;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
set_depth_stencil_fbo(iface, pNewZStencil);
}
if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
/* Swapping NULL / non NULL depth stencil affects the depth and tests */
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
@ -5734,9 +5751,27 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
TRACE("(%p) : resource %p\n", This, resource);
switch(IWineD3DResource_GetType(resource)){
case WINED3DRTYPE_SURFACE:
/* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
case WINED3DRTYPE_SURFACE: {
unsigned int i;
/* Cleanup any FBO attachments */
for (i = 0; i < GL_LIMITS(buffers); ++i) {
if (This->fbo_color_attachments[i] == (IWineD3DSurface *)resource) {
bind_fbo(iface);
set_render_target_fbo(iface, i, NULL);
This->fbo_color_attachments[i] = NULL;
}
}
if (This->fbo_depth_attachment == (IWineD3DSurface *)resource) {
bind_fbo(iface);
set_depth_stencil_fbo(iface, NULL);
This->fbo_depth_attachment = NULL;
}
break;
}
case WINED3DRTYPE_TEXTURE:
case WINED3DRTYPE_CUBETEXTURE:
case WINED3DRTYPE_VOLUMETEXTURE:

View File

@ -2511,7 +2511,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
return temp_result;
object->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
object->fbo_color_attachments = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
object->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
/* set the state of the device to valid */

View File

@ -756,16 +756,6 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
checkGLcall("glEnd and previous calls");
}
static void check_fbo_status(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLenum status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
switch(status) {
case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
default: TRACE("FBO status %#x.\n", status); break;
}
}
static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLint old_binding = 0;
@ -1184,12 +1174,12 @@ void drawPrimitive(IWineD3DDevice *iface,
/* Ok, we will be updating the screen from here onwards so grab the lock */
ENTER_GL();
ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
check_fbo_status(iface);
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
apply_fbo_state(iface);
}
ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
if (This->depth_copy_state == WINED3D_DCS_COPY) {
depth_copy(iface);
}

View File

@ -534,7 +534,7 @@ typedef enum ContextUsage {
void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target);
void apply_fbo_state(IWineD3DDevice *iface);
/* Routine to fill gl caps for swapchains and IWineD3D */
BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
@ -657,6 +657,8 @@ struct IWineD3DDeviceImpl
/* Render Target Support */
IWineD3DSurface **render_targets;
IWineD3DSurface *depthStencilBuffer;
IWineD3DSurface **fbo_color_attachments;
IWineD3DSurface *fbo_depth_attachment;
IWineD3DSurface *stencilBufferTarget;