wined3d: Handle FBO attachments slightly more efficiently.
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6c2e14e5b0
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3d4e054b55
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@ -631,9 +631,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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* rendering. No context change is needed in that case
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*/
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && oldRenderOffscreen) {
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set_render_target_fbo((IWineD3DDevice *) This, 0, target);
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} else if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
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if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
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if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
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glDrawBuffer(GL_BACK);
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checkGLcall("glDrawBuffer(GL_BACK)");
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@ -665,7 +663,6 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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*/
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context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0];
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}
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set_render_target_fbo((IWineD3DDevice *) This, 0, target);
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break;
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case ORM_PBUFFER:
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@ -7,7 +7,7 @@
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Stefan Dösinger for CodeWeavers
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* Copyright 2006 Henri Verbeet
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* Copyright 2006-2007 Henri Verbeet
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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@ -73,8 +73,6 @@ static inline Display *get_display( HDC hdc )
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/* static function declarations */
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static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
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static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil);
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/* helper macros */
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#define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
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@ -185,7 +183,7 @@ static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
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}
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HeapFree(GetProcessHeap(), 0, This->render_targets);
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HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
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HeapFree(GetProcessHeap(), 0, This->draw_buffers);
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if (This->glsl_program_lookup) hash_table_destroy(This->glsl_program_lookup);
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@ -1700,9 +1698,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
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/* Depth Stencil support */
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This->stencilBufferTarget = This->depthStencilBuffer;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
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set_depth_stencil_fbo(iface, This->depthStencilBuffer);
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}
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if (NULL != This->stencilBufferTarget) {
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IWineD3DSurface_AddRef(This->stencilBufferTarget);
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}
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@ -4195,6 +4190,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
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/* This is for offscreen rendering as well as for multithreading, thus activate the set render target
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* and not the last active one.
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*/
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
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apply_fbo_state(iface);
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}
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ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
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glEnable(GL_SCISSOR_TEST);
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@ -5107,20 +5107,18 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
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This->depth_copy_state = WINED3D_DCS_NO_COPY;
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bind_fbo(iface);
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TRACE("Set depth stencil to %p\n", depth_stencil);
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if (depth_stencil_impl) {
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GLenum texttarget, target;
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GLint old_binding = 0;
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IWineD3DSurface_PreLoad(depth_stencil);
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texttarget = depth_stencil_impl->glDescription.target;
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target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
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glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
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glBindTexture(target, depth_stencil_impl->glDescription.textureName);
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IWineD3DSurface_PreLoad(depth_stencil);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
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@ -5132,33 +5130,24 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
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GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
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checkGLcall("glFramebufferTexture2DEXT()");
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}
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if (!This->render_offscreen) {
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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checkGLcall("glBindFramebuffer()");
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}
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}
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void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
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static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
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if (idx >= GL_LIMITS(buffers)) {
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ERR("%p : Trying to set render target %d, but only %d supported\n", This, idx, GL_LIMITS(buffers));
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}
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bind_fbo(iface);
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TRACE("Set render target %u to %p\n", idx, render_target);
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if (rtimpl) {
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GLenum texttarget, target;
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GLint old_binding = 0;
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IWineD3DSurface_PreLoad(render_target);
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texttarget = rtimpl->glDescription.target;
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target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
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glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
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glBindTexture(target, rtimpl->glDescription.textureName);
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IWineD3DSurface_PreLoad(render_target);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(target, old_binding);
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@ -5173,16 +5162,50 @@ void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *re
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This->draw_buffers[idx] = GL_NONE;
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}
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}
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static void check_fbo_status(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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GLenum status;
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status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
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switch(status) {
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case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
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default: FIXME("FBO status %#x.\n", status); break;
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}
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}
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void apply_fbo_state(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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unsigned int i;
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if (This->render_offscreen) {
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bind_fbo(iface);
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/* Apply render targets */
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for (i = 0; i < GL_LIMITS(buffers); ++i) {
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IWineD3DSurface *render_target = This->render_targets[i];
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if (This->fbo_color_attachments[i] != render_target) {
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set_render_target_fbo(iface, i, render_target);
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This->fbo_color_attachments[i] = render_target;
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}
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}
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/* Apply depth targets */
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if (This->fbo_depth_attachment != This->stencilBufferTarget) {
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set_depth_stencil_fbo(iface, This->stencilBufferTarget);
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This->fbo_depth_attachment = This->stencilBufferTarget;
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}
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if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
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GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
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checkGLcall("glDrawBuffers()");
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}
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if (!This->render_offscreen) {
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} else {
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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checkGLcall("glBindFramebuffer()");
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}
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check_fbo_status(iface);
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
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@ -5242,9 +5265,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
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* incomplete or incorrect when SetRenderTarget is called. DrawPrim() will apply the states when it is called.
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*/
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ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
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} else {
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/* We only get more than 1 render target with fbos, so no need to check the offscreen rendering method */
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set_render_target_fbo(iface, RenderTargetIndex, pRenderTarget);
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}
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return WINED3D_OK;
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}
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@ -5268,15 +5288,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *
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tmp = This->stencilBufferTarget;
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This->stencilBufferTarget = pNewZStencil;
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This->depth_copy_state = WINED3D_DCS_NO_COPY;
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/* should we be calling the parent or the wined3d surface? */
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if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
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if (NULL != tmp) IWineD3DSurface_Release(tmp);
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hr = WINED3D_OK;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
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set_depth_stencil_fbo(iface, pNewZStencil);
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}
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if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
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/* Swapping NULL / non NULL depth stencil affects the depth and tests */
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
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@ -5734,9 +5751,27 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
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TRACE("(%p) : resource %p\n", This, resource);
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switch(IWineD3DResource_GetType(resource)){
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case WINED3DRTYPE_SURFACE:
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/* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
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case WINED3DRTYPE_SURFACE: {
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unsigned int i;
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/* Cleanup any FBO attachments */
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for (i = 0; i < GL_LIMITS(buffers); ++i) {
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if (This->fbo_color_attachments[i] == (IWineD3DSurface *)resource) {
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bind_fbo(iface);
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set_render_target_fbo(iface, i, NULL);
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This->fbo_color_attachments[i] = NULL;
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}
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}
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if (This->fbo_depth_attachment == (IWineD3DSurface *)resource) {
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bind_fbo(iface);
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set_depth_stencil_fbo(iface, NULL);
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This->fbo_depth_attachment = NULL;
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}
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break;
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}
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case WINED3DRTYPE_TEXTURE:
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case WINED3DRTYPE_CUBETEXTURE:
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case WINED3DRTYPE_VOLUMETEXTURE:
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@ -2511,7 +2511,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
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return temp_result;
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object->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
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object->fbo_color_attachments = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
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object->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
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/* set the state of the device to valid */
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@ -756,16 +756,6 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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checkGLcall("glEnd and previous calls");
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}
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static void check_fbo_status(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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GLenum status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
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switch(status) {
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case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
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default: TRACE("FBO status %#x.\n", status); break;
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}
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}
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static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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GLint old_binding = 0;
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@ -1184,12 +1174,12 @@ void drawPrimitive(IWineD3DDevice *iface,
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/* Ok, we will be updating the screen from here onwards so grab the lock */
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ENTER_GL();
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ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
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if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
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check_fbo_status(iface);
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
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apply_fbo_state(iface);
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}
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ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
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if (This->depth_copy_state == WINED3D_DCS_COPY) {
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depth_copy(iface);
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}
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@ -534,7 +534,7 @@ typedef enum ContextUsage {
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void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
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WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
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void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
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void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target);
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void apply_fbo_state(IWineD3DDevice *iface);
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/* Routine to fill gl caps for swapchains and IWineD3D */
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BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
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@ -657,6 +657,8 @@ struct IWineD3DDeviceImpl
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/* Render Target Support */
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IWineD3DSurface **render_targets;
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IWineD3DSurface *depthStencilBuffer;
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IWineD3DSurface **fbo_color_attachments;
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IWineD3DSurface *fbo_depth_attachment;
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IWineD3DSurface *stencilBufferTarget;
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