wined3d: Implement subrange flushing with GL_APPLE_flush_buffer_range.
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5296d5b016
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@ -95,6 +95,7 @@ static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
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static void buffer_create_buffer_object(struct wined3d_buffer *This)
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{
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GLenum error, gl_usage;
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const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
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TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
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This, debug_d3dusage(This->resource.usage));
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@ -149,6 +150,13 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This)
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{
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TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
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gl_usage = GL_DYNAMIC_DRAW_ARB;
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if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
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{
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GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
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checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
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This->flags |= WINED3D_BUFFER_FLUSH;
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}
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}
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/* Reserve memory for the buffer. The amount of data won't change
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@ -1061,6 +1069,7 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
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static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
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{
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struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
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ULONG i;
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TRACE("(%p)\n", This);
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@ -1094,6 +1103,18 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
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context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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if(This->flags & WINED3D_BUFFER_FLUSH)
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{
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for(i = 0; i < This->modified_areas; i++)
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{
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GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint,
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This->maps[i].offset,
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This->maps[i].size));
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checkGLcall("glFlushMappedBufferRangeAPPLE");
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}
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}
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GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
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LEAVE_GL();
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context_release(context);
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@ -1175,7 +1196,8 @@ HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
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TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
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debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
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dynamic_buffer_ok = FALSE; /* TODO: GL_APPLE_map_buffer_range, GL_ARB_map_buffer_range */
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/* TODO: GL_ARB_map_buffer_range */
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dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE];
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/* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
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* drawStridedFast (half-life 2 and others).
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@ -2368,6 +2368,7 @@ struct wined3d_map_range
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#define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
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#define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
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#define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
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#define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
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struct wined3d_buffer
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{
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