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