wined3d: Keep track of the download count in the texture.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -507,11 +507,10 @@ static void surface_prepare_system_memory(struct wined3d_surface *surface)
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static void surface_evict_sysmem(struct wined3d_surface *surface)
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{
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/* In some conditions the surface memory must not be freed:
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* WINED3D_TEXTURE_CONVERTED: Converting the data back would take too long
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* WINED3D_TEXTURE_DYNAMIC_MAP: Avoid freeing the data for performance */
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if (surface->resource.map_count || surface->container->flags & (WINED3D_TEXTURE_CONVERTED
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| WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_DYNAMIC_MAP))
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struct wined3d_texture *texture = surface->container;
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if (surface->resource.map_count || texture->download_count > MAXLOCKCOUNT
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|| texture->flags & (WINED3D_TEXTURE_CONVERTED | WINED3D_TEXTURE_PIN_SYSMEM))
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return;
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wined3d_resource_free_sysmem(&surface->resource);
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@ -1259,11 +1258,7 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
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* standard texture with a non-power2 width instead of a texture boxed up to be a power2 texture.
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*
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* internally the texture is still stored in a boxed format so any references to textureName will
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* get a boxed texture with width pow2width and not a texture of width resource.width.
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*
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* Performance should not be an issue, because applications normally do not lock the surfaces when
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* rendering. If an app does, the WINED3D_TEXTURE_DYNAMIC_MAP flag will kick in and the memory copy
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* won't be released, and doesn't have to be re-read. */
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* get a boxed texture with width pow2width and not a texture of width resource.width. */
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src_data = mem;
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dst_data = data.addr;
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TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch, dst_row_pitch);
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@ -2169,21 +2164,6 @@ HRESULT wined3d_surface_map(struct wined3d_surface *surface, struct wined3d_map_
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if (!(surface->resource.access_flags & WINED3D_RESOURCE_ACCESS_CPU))
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WARN("Trying to lock unlockable surface.\n");
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/* Performance optimization: Count how often a surface is mapped, if it is
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* mapped regularly do not throw away the system memory copy. This avoids
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* the need to download the surface from OpenGL all the time. The surface
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* is still downloaded if the OpenGL texture is changed. Note that this
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* only really makes sense for managed textures.*/
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if (!(texture->flags & WINED3D_TEXTURE_DYNAMIC_MAP)
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&& surface->resource.map_binding == WINED3D_LOCATION_SYSMEM)
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{
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if (++surface->lockCount > MAXLOCKCOUNT)
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{
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TRACE("Surface is mapped regularly, not freeing the system memory copy any more.\n");
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texture->flags |= WINED3D_TEXTURE_DYNAMIC_MAP;
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}
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}
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flags = wined3d_resource_sanitize_map_flags(&texture->resource, flags);
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if (device->d3d_initialized)
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@ -3475,9 +3455,12 @@ static void surface_load_sysmem(struct wined3d_surface *surface,
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/* Download the surface to system memory. */
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if (surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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{
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wined3d_texture_bind_and_dirtify(surface->container, context,
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struct wined3d_texture *texture = surface->container;
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wined3d_texture_bind_and_dirtify(texture, context,
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!(surface->locations & WINED3D_LOCATION_TEXTURE_RGB));
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surface_download_data(surface, gl_info, dst_location);
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++texture->download_count;
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return;
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}
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@ -234,11 +234,13 @@ static void wined3d_volume_srgb_transfer(struct wined3d_volume *volume,
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static BOOL wined3d_volume_can_evict(const struct wined3d_volume *volume)
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{
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if (volume->resource.pool != WINED3D_POOL_MANAGED)
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struct wined3d_texture *texture = volume->container;
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if (texture->resource.pool != WINED3D_POOL_MANAGED)
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return FALSE;
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if (volume->download_count >= 10)
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if (texture->download_count >= 10)
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return FALSE;
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if (volume->resource.format->convert)
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if (texture->resource.format->convert)
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return FALSE;
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return TRUE;
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@ -324,8 +326,8 @@ static BOOL wined3d_volume_load_location(struct wined3d_volume *volume,
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else
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wined3d_texture_bind_and_dirtify(texture, context, TRUE);
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volume->download_count++;
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wined3d_volume_download_data(volume, context, &data);
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++texture->download_count;
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}
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else
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{
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@ -2352,8 +2352,7 @@ struct wined3d_texture_ops
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#define WINED3D_TEXTURE_SRGB_VALID 0x00000080
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#define WINED3D_TEXTURE_CONVERTED 0x00000100
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#define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
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#define WINED3D_TEXTURE_DYNAMIC_MAP 0x00000400
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#define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000800
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#define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
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#define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
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@ -2365,6 +2364,7 @@ struct wined3d_texture
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struct wined3d_swapchain *swapchain;
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UINT layer_count;
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UINT level_count;
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unsigned int download_count;
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float pow2_matrix[16];
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UINT lod;
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enum wined3d_texture_filter_type filter_type;
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@ -2457,7 +2457,6 @@ struct wined3d_volume
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DWORD locations;
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GLint texture_level;
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DWORD download_count;
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};
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static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
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@ -2537,7 +2536,6 @@ struct wined3d_surface
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GLenum texture_target;
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unsigned int texture_level;
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unsigned int texture_layer;
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int lockCount;
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/* For GetDC */
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struct wined3d_surface_dib dib;
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