wined3d: Use an aux buffer as blitting helper if available.

This helps performance a bit because the function does not have to
wait for the 2nd read to finish before returning. Only do that if we
have an aux buffer to mess with for free though.
This commit is contained in:
Stefan Dösinger 2007-03-04 23:47:57 +01:00 committed by Alexandre Julliard
parent 5f05906f3b
commit daeffc897b
1 changed files with 34 additions and 14 deletions

View File

@ -2261,12 +2261,24 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
float left, right, top, bottom; /* Texture coordinates */
UINT fbwidth = Src->currentDesc.Width;
UINT fbheight = Src->currentDesc.Height;
GLenum drawBuffer = GL_BACK;
TRACE("Using hwstretch blit\n");
/* Activate the Proper context for reading from the source surface, set it up for blitting */
ENTER_GL();
ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
/* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
* This way we don't have to wait for the 2nd readback to finish to leave this function.
*/
if(GL_LIMITS(aux_buffers) >= 2) {
/* Got more than one aux buffer? Use the 2nd aux buffer */
drawBuffer = GL_AUX1;
} else if((swapchain || myDevice->offscreenBuffer == GL_BACK) && GL_LIMITS(aux_buffers) >= 1) {
/* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
drawBuffer = GL_AUX0;
}
if(!swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
glGenTextures(1, &backup);
checkGLcall("glGenTextures\n");
@ -2350,6 +2362,9 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glDrawBuffer(drawBuffer);
glReadBuffer(drawBuffer);
glBegin(GL_QUADS);
/* bottom left */
glTexCoord2f(left, bottom);
@ -2383,23 +2398,28 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
glBindTexture(GL_TEXTURE_2D, backup ? backup : Src->glDescription.textureName);
checkGLcall("glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName)");
glBegin(GL_QUADS);
/* top left */
glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
glVertex2i(0, 0);
if(drawBuffer == GL_BACK) {
glBegin(GL_QUADS);
/* top left */
glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
glVertex2i(0, 0);
/* bottom left */
glTexCoord2f(0.0, 0.0);
glVertex2i(0, fbheight);
/* bottom left */
glTexCoord2f(0.0, 0.0);
glVertex2i(0, fbheight);
/* bottom right */
glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
glVertex2i(fbwidth, Src->currentDesc.Height);
/* bottom right */
glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
glVertex2i(fbwidth, Src->currentDesc.Height);
/* top right */
glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
glVertex2i(fbwidth, 0);
glEnd();
/* top right */
glTexCoord2f((float) fbwidth / (float) Src->pow2Width, (float) fbheight / (float) Src->pow2Height);
glVertex2i(fbwidth, 0);
glEnd();
} else {
/* Restore the old draw buffer */
glDrawBuffer(GL_BACK);
}
/* Cleanup */
if(src != Src->glDescription.textureName && src != backup) {