Only reapply the texture states necessary when a different texture

gets bound to the same texture unit.
This commit is contained in:
Jason Edmeades 2003-08-05 19:18:58 +00:00 committed by Alexandre Julliard
parent 50fbe7330e
commit d8b2109e61
3 changed files with 76 additions and 17 deletions

View File

@ -73,6 +73,10 @@ extern int num_lock;
#define HIGHEST_TRANSFORMSTATE 512
#define D3DSBT_RECORDED 0xfffffffe
/* Performance changes - Only reapply what is necessary */
#define REAPPLY_ALPHAOP 0x0001
#define REAPPLY_ALL 0xFFFF
/* CreateVertexShader can return > 0xFFFF */
#define VS_HIGHESTFIXEDFXF 0xF0000000
#define VERTEX_SHADER(Handle) \
@ -1239,7 +1243,7 @@ extern HRESULT WINAPI IDirect3DDeviceImpl_CreatePixelShader(IDirect3DDevice8Impl
* to see how not defined it here
*/
void GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand);
void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage);
void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage, DWORD Flags);
void set_tex_op(LPDIRECT3DDEVICE8 iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
SHORT D3DFmtGetBpp(IDirect3DDevice8Impl* This, D3DFORMAT fmt);

View File

@ -66,37 +66,69 @@ do {
} while (0)
/* Apply the current values to the specified texture stage */
void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage) {
void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage, DWORD Flags) {
ICOM_THIS(IDirect3DDevice8Impl,iface);
int i = 0;
float col[4];
/* Make appropriate texture active */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
#if defined(GL_VERSION_1_3)
glActiveTexture(GL_TEXTURE0 + Stage);
#else
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
#endif
checkGLcall("glActiveTextureARB");
} else if (Stage > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
}
BOOL changeTexture = TRUE;
TRACE("-----------------------> Updating the texture at stage %ld to have new texture state information\n", Stage);
for (i = 1; i < HIGHEST_TEXTURE_STATE; i++) {
BOOL skip = FALSE;
switch (i) {
/* Performance: For texture states where multiples effect the outcome, only bother
applying the last one as it will pick up all the other values */
switch (i) {
case D3DTSS_COLORARG0: /* Will be picked up when setting color op */
case D3DTSS_COLORARG1: /* Will be picked up when setting color op */
case D3DTSS_COLORARG2: /* Will be picked up when setting color op */
case D3DTSS_ALPHAARG0: /* Will be picked up when setting alpha op */
case D3DTSS_ALPHAARG1: /* Will be picked up when setting alpha op */
case D3DTSS_ALPHAARG2: /* Will be picked up when setting alpha op */
skip = TRUE;
break;
/* Performance: If the texture states only impact settings for the texture unit
(compared to the texture object) then there is no need to reapply them. The
only time they need applying is the first time, since we cheat and put the
values into the stateblock without applying.
Per-texture unit: texture function (eg. combine), ops and args
texture env color
texture generation settings
Note: Due to some special conditions there may be a need to do particular ones
of these, which is what the Flags allows */
case D3DTSS_COLOROP:
case D3DTSS_TEXCOORDINDEX:
if (!(Flags == REAPPLY_ALL)) skip=TRUE;
break;
case D3DTSS_ALPHAOP:
if (!(Flags & REAPPLY_ALPHAOP)) skip=TRUE;
break;
default:
skip = FALSE;
}
if (skip == FALSE) {
/* Performance: Only change to this texture if we have to */
if (changeTexture) {
/* Make appropriate texture active */
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
#if defined(GL_VERSION_1_3)
glActiveTexture(GL_TEXTURE0 + Stage);
#else
glActiveTextureARB(GL_TEXTURE0_ARB + Stage);
#endif
checkGLcall("glActiveTextureARB");
} else if (Stage > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesnt support\n");
}
changeTexture = FALSE;
}
/* Now apply the change */
IDirect3DDevice8Impl_SetTextureStageState(iface, Stage, i, This->StateBlock->texture_state[Stage][i]);
}
}
@ -2671,6 +2703,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
IDirect3DBaseTexture8 *oldTxt;
BOOL reapplyStates = TRUE;
DWORD oldTextureDimensions = -1;
DWORD reapplyFlags = 0;
ICOM_THIS(IDirect3DDevice8Impl,iface);
D3DRESOURCETYPE textureType;
@ -2694,6 +2728,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
return D3D_OK;
}
oldTextureDimensions = This->UpdateStateBlock->textureDimensions[Stage];
ENTER_GL();
/* Make appropriate texture active */
@ -2766,10 +2801,30 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTexture(LPDIRECT3DDEVICE8 iface, DWORD
TRACE("Bound dummy Texture to stage %ld (gl name %d)\n", Stage, This->dummyTextureName[Stage]);
}
/* Disable the old texture binding and enable the new one (unless operations are disabled) */
if (oldTextureDimensions != This->UpdateStateBlock->textureDimensions[Stage]) {
glDisable(oldTextureDimensions);
checkGLcall("Disable oldTextureDimensions");
if (This->StateBlock->texture_state[Stage][D3DTSS_COLOROP] != D3DTOP_DISABLE) {
glEnable(This->UpdateStateBlock->textureDimensions[Stage]);
checkGLcall("Disable new texture dimensions");
}
/* If Alpha arg1 is texture then handle the special case when there changes between a
texture and no texture - See comments in set_tex_op */
if ((This->StateBlock->texture_state[Stage][D3DTSS_ALPHAARG1] == D3DTA_TEXTURE) &&
((oldTxt == NULL) && (pTexture != NULL)) ||
((pTexture == NULL) && (oldTxt != NULL)))
{
reapplyFlags |= REAPPLY_ALPHAOP;
}
}
/* Even if the texture has been set to null, reapply the stages as a null texture to directx requires
a dummy texture in opengl, and we always need to ensure the current view of the TextureStates apply */
if (reapplyStates) {
setupTextureStates(iface, Stage);
setupTextureStates(iface, Stage, reapplyFlags);
}
LEAVE_GL();

View File

@ -234,7 +234,7 @@ HRESULT WINAPI IDirect3DDeviceImpl_InitStartupStateBlock(IDirect3DDevice8Impl* T
checkGLcall("glTexImage1D");
/* Reapply all the texture state information to this texture */
setupTextureStates(iface, i);
setupTextureStates(iface, i, REAPPLY_ALL);
}
LEAVE_GL();