wined3d: Slightly improve drawStridedSlow() performance.
This moves a couple of checks outside of the main drawing loop, since they're not going to change anyway.
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d1cf3d3488
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a2febdd200
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@ -297,9 +297,11 @@ static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStrid
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const UINT *streamOffset = This->stateBlock->streamOffset;
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long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
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BOOL pixelShader = use_ps(This);
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BOOL specular_fog = FALSE;
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UINT texture_stages = GL_LIMITS(texture_stages);
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const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
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const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
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DWORD tex_mask = 0;
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TRACE("Using slow vertex array code\n");
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@ -320,56 +322,92 @@ static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStrid
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return;
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}
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/* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
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* to the strided Data in the device and might be needed intact on the next draw
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*/
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for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
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if(sd->u.s.texCoords[textureNo].lpData) {
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texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
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} else {
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texCoords[textureNo] = NULL;
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}
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}
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if(sd->u.s.diffuse.lpData) {
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diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
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}
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if(sd->u.s.specular.lpData) {
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specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
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}
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if(sd->u.s.normal.lpData) {
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normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
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}
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if(sd->u.s.position.lpData) {
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position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
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}
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if(FIXME_ON(d3d_draw)) {
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if(specular && This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
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(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position_transformed )&&
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This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
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if(GL_SUPPORT(EXT_FOG_COORD) && sd->u.s.specular.dwType != WINED3DDECLTYPE_D3DCOLOR) {
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FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
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}
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}
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if(This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR) {
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FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
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}
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}
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/* Start drawing in GL */
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VTRACE(("glBegin(%x)\n", glPrimType));
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glBegin(glPrimType);
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/* Default settings for data that is not passed */
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if (sd->u.s.normal.lpData == NULL) {
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glNormal3f(0, 0, 0);
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if (sd->u.s.position.lpData) position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
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if (sd->u.s.normal.lpData) normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
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else glNormal3f(0, 0, 0);
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if (sd->u.s.diffuse.lpData) diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
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else glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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if (This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR)
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FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
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if (sd->u.s.specular.lpData)
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{
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specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
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/* special case where the fog density is stored in the specular alpha channel */
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if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
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&& (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
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|| sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4)
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&& This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
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{
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if (GL_SUPPORT(EXT_FOG_COORD))
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{
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if (sd->u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) specular_fog = TRUE;
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else FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
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}
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else
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{
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static BOOL warned;
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if (!warned)
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{
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/* TODO: Use the fog table code from old ddraw */
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FIXME("Implement fog for transformed vertices in software\n");
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warned = TRUE;
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}
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}
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}
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}
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if(sd->u.s.diffuse.lpData == NULL) {
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
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{
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GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
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}
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if(sd->u.s.specular.lpData == NULL) {
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if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
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GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
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for (textureNo = 0; textureNo < texture_stages; ++textureNo)
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{
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int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
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int texture_idx = This->texUnitMap[textureNo];
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if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
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{
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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continue;
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}
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if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
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if (texture_idx == -1) continue;
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if (coordIdx > 7)
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{
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TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
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continue;
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}
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else if (coordIdx < 0)
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{
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FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
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continue;
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}
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if(sd->u.s.texCoords[textureNo].lpData)
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{
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texCoords[textureNo] =
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sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
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tex_mask |= (1 << textureNo);
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}
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else
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{
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TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
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if (GL_SUPPORT(ARB_MULTITEXTURE))
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
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else
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glTexCoord4f(0, 0, 0, 1);
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}
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}
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@ -379,6 +417,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStrid
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/* For each primitive */
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for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
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UINT texture, tmp_tex_mask;
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/* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
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* function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
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*/
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@ -396,47 +435,27 @@ static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStrid
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}
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}
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/* Texture coords --------------------------- */
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for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
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tmp_tex_mask = tex_mask;
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for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
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{
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int coord_idx;
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const void *ptr;
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if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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continue ;
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if (!(tmp_tex_mask & 1)) continue;
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coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
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ptr = texCoords[coord_idx] + (SkipnStrides * sd->u.s.texCoords[coord_idx].dwStride);
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if (GL_SUPPORT(ARB_MULTITEXTURE))
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{
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int texture_idx = This->texUnitMap[texture];
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multi_texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](GL_TEXTURE0_ARB + texture_idx, ptr);
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}
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/* Query tex coords */
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if (This->stateBlock->textures[textureNo] != NULL || pixelShader) {
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int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
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int texture_idx = This->texUnitMap[textureNo];
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const void *ptrToCoords;
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if (coordIdx > 7) {
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VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
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continue;
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} else if (coordIdx < 0) {
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FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
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continue;
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}
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if (texture_idx == -1) continue;
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if (texCoords[coordIdx] == NULL) {
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TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
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} else {
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glTexCoord4f(0, 0, 0, 1);
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}
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continue;
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}
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ptrToCoords = texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride);
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if (GL_SUPPORT(ARB_MULTITEXTURE))
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multi_texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](GL_TEXTURE0_ARB + texture_idx, ptrToCoords);
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else
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texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](ptrToCoords);
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else
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{
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texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](ptr);
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}
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} /* End of textures */
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}
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/* Diffuse -------------------------------- */
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if (diffuse) {
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@ -463,24 +482,13 @@ static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStrid
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if (specular) {
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const void *ptrToCoords = specular + SkipnStrides * sd->u.s.specular.dwStride;
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/* special case where the fog density is stored in the specular alpha channel */
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if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
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(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
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This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
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if(GL_SUPPORT(EXT_FOG_COORD)) {
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DWORD specularColor = ((const DWORD *)ptrToCoords)[0];
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GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
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} else {
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static BOOL warned = FALSE;
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if(!warned) {
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/* TODO: Use the fog table code from old ddraw */
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FIXME("Implement fog for transformed vertices in software\n");
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warned = TRUE;
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}
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}
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}
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specular_funcs[sd->u.s.specular.dwType](ptrToCoords);
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if (specular_fog)
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{
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DWORD specularColor = *(const DWORD *)ptrToCoords;
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GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
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}
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}
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/* Normal -------------------------------- */
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