wined3d: Do not allocate surfaces unless needed.

This commit is contained in:
Stefan Dösinger 2007-04-22 02:02:29 +02:00 committed by Alexandre Julliard
parent a14920e50f
commit 61d1abb1c1
2 changed files with 17 additions and 4 deletions

View File

@ -236,6 +236,8 @@ static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal,
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
}
LEAVE_GL();
This->Flags |= SFLAG_ALLOCATED;
}
/* In D3D the depth stencil dimensions have to be greater than or equal to the
@ -556,6 +558,7 @@ void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT te
}
This->glDescription.textureName = textureName;
This->glDescription.target = target;
This->Flags &= ~SFLAG_ALLOCATED;
}
void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
@ -1903,8 +1906,10 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
vcheckGLcall("glReadBuffer");
surface_allocate_surface(This, internal, This->pow2Width,
This->pow2Height, format, type);
if(!(This->Flags & SFLAG_ALLOCATED)) {
surface_allocate_surface(This, internal, This->pow2Width,
This->pow2Height, format, type);
}
glCopyTexSubImage2D(This->glDescription.target,
This->glDescription.level,
@ -1969,7 +1974,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
TRACE("non power of two support\n");
surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
if(!(This->Flags & SFLAG_ALLOCATED)) {
surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
}
if (mem) {
surface_upload_data(This, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
}
@ -1977,7 +1984,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
/* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
* changed. So also keep track of memory changes. In this case the texture has to be reallocated
*/
surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
if(!(This->Flags & SFLAG_ALLOCATED)) {
surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
}
if (mem) {
surface_upload_data(This, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
}
@ -2241,6 +2250,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORM
}
This->Flags |= (WINED3DFMT_D16_LOCKABLE == format) ? SFLAG_LOCKABLE : 0;
This->Flags &= ~SFLAG_ALLOCATED;
This->resource.format = format;
@ -2291,6 +2301,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
/* For client textures opengl has to be notified */
if(This->Flags & SFLAG_CLIENT) {
This->Flags &= ~SFLAG_ALLOCATED;
IWineD3DSurface_PreLoad(iface);
/* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
}
@ -2303,6 +2314,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
This->Flags &= ~SFLAG_USERPTR;
if(This->Flags & SFLAG_CLIENT) {
This->Flags &= ~SFLAG_ALLOCATED;
/* This respecifies an empty texture and opengl knows that the old memory is gone */
IWineD3DSurface_PreLoad(iface);
}

View File

@ -1131,6 +1131,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *S
#define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
#define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
#define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
/* In some conditions the surface memory must not be freed:
* SFLAG_OVERSIZE: Not all data can be kept in GL