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.
This commit is contained in:
Henri Verbeet 2008-12-04 17:41:30 +01:00 committed by Alexandre Julliard
parent d1cf3d3488
commit a2febdd200
1 changed files with 108 additions and 100 deletions

View File

@ -297,9 +297,11 @@ static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStrid
const UINT *streamOffset = This->stateBlock->streamOffset;
long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
BOOL pixelShader = use_ps(This);
BOOL specular_fog = FALSE;
UINT texture_stages = GL_LIMITS(texture_stages);
const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
DWORD tex_mask = 0;
TRACE("Using slow vertex array code\n");
@ -320,57 +322,93 @@ static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStrid
return;
}
/* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
* to the strided Data in the device and might be needed intact on the next draw
*/
for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
if(sd->u.s.texCoords[textureNo].lpData) {
texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
} else {
texCoords[textureNo] = NULL;
}
}
if(sd->u.s.diffuse.lpData) {
diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
}
if(sd->u.s.specular.lpData) {
specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
}
if(sd->u.s.normal.lpData) {
normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
}
if(sd->u.s.position.lpData) {
position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
}
if(FIXME_ON(d3d_draw)) {
if(specular && This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position_transformed )&&
This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
if(GL_SUPPORT(EXT_FOG_COORD) && sd->u.s.specular.dwType != WINED3DDECLTYPE_D3DCOLOR) {
FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
}
}
if(This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR) {
FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
}
}
/* Start drawing in GL */
VTRACE(("glBegin(%x)\n", glPrimType));
glBegin(glPrimType);
/* Default settings for data that is not passed */
if (sd->u.s.normal.lpData == NULL) {
glNormal3f(0, 0, 0);
if (sd->u.s.position.lpData) position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
if (sd->u.s.normal.lpData) normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
else glNormal3f(0, 0, 0);
if (sd->u.s.diffuse.lpData) diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
else glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
if (This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR)
FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
if (sd->u.s.specular.lpData)
{
specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
/* special case where the fog density is stored in the specular alpha channel */
if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
&& (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
|| sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4)
&& This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
{
if (GL_SUPPORT(EXT_FOG_COORD))
{
if (sd->u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) specular_fog = TRUE;
else FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
}
if(sd->u.s.diffuse.lpData == NULL) {
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
else
{
static BOOL warned;
if (!warned)
{
/* TODO: Use the fog table code from old ddraw */
FIXME("Implement fog for transformed vertices in software\n");
warned = TRUE;
}
if(sd->u.s.specular.lpData == NULL) {
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
}
}
}
else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
{
GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
}
for (textureNo = 0; textureNo < texture_stages; ++textureNo)
{
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
int texture_idx = This->texUnitMap[textureNo];
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
{
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
continue;
}
if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
if (texture_idx == -1) continue;
if (coordIdx > 7)
{
TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
continue;
}
else if (coordIdx < 0)
{
FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
continue;
}
if(sd->u.s.texCoords[textureNo].lpData)
{
texCoords[textureNo] =
sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
tex_mask |= (1 << textureNo);
}
else
{
TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
if (GL_SUPPORT(ARB_MULTITEXTURE))
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
else
glTexCoord4f(0, 0, 0, 1);
}
}
/* We shouldn't start this function if any VBO is involved. Should I put a safety check here?
@ -379,6 +417,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStrid
/* For each primitive */
for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
UINT texture, tmp_tex_mask;
/* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
* function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
*/
@ -396,47 +435,27 @@ static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStrid
}
}
/* Texture coords --------------------------- */
for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
tmp_tex_mask = tex_mask;
for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
{
int coord_idx;
const void *ptr;
if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
continue ;
}
if (!(tmp_tex_mask & 1)) continue;
/* Query tex coords */
if (This->stateBlock->textures[textureNo] != NULL || pixelShader) {
int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
int texture_idx = This->texUnitMap[textureNo];
const void *ptrToCoords;
coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
ptr = texCoords[coord_idx] + (SkipnStrides * sd->u.s.texCoords[coord_idx].dwStride);
if (coordIdx > 7) {
VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
continue;
} else if (coordIdx < 0) {
FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
continue;
}
if (texture_idx == -1) continue;
if (texCoords[coordIdx] == NULL) {
TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
} else {
glTexCoord4f(0, 0, 0, 1);
}
continue;
}
ptrToCoords = texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride);
if (GL_SUPPORT(ARB_MULTITEXTURE))
multi_texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](GL_TEXTURE0_ARB + texture_idx, ptrToCoords);
else
texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](ptrToCoords);
{
int texture_idx = This->texUnitMap[texture];
multi_texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](GL_TEXTURE0_ARB + texture_idx, ptr);
}
else
{
texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](ptr);
}
}
} /* End of textures */
/* Diffuse -------------------------------- */
if (diffuse) {
@ -463,24 +482,13 @@ static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStrid
if (specular) {
const void *ptrToCoords = specular + SkipnStrides * sd->u.s.specular.dwStride;
/* special case where the fog density is stored in the specular alpha channel */
if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
if(GL_SUPPORT(EXT_FOG_COORD)) {
DWORD specularColor = ((const DWORD *)ptrToCoords)[0];
GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
} else {
static BOOL warned = FALSE;
if(!warned) {
/* TODO: Use the fog table code from old ddraw */
FIXME("Implement fog for transformed vertices in software\n");
warned = TRUE;
}
}
}
specular_funcs[sd->u.s.specular.dwType](ptrToCoords);
if (specular_fog)
{
DWORD specularColor = *(const DWORD *)ptrToCoords;
GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
}
}
/* Normal -------------------------------- */