[01/10] wined3d: Handle FBO attachments slightly more efficiently
H. Verbeet
hverbeet at gmail.com
Sun Apr 8 18:53:27 CDT 2007
The idea here is to only update FBO attachments when the FBO is being
used to draw to, since apparently binding an incomplete FBO is rather
slow.
Changelog:
- Handle FBO attachments slightly more efficiently
-------------- next part --------------
---
dlls/wined3d/context.c | 5 --
dlls/wined3d/device.c | 117 ++++++++++++++++++++++++++--------------
dlls/wined3d/directx.c | 2 -
dlls/wined3d/drawprim.c | 18 +-----
dlls/wined3d/wined3d_private.h | 4 +
5 files changed, 85 insertions(+), 61 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index d21f5b8..597c0a8 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -631,9 +631,7 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
* rendering. No context change is needed in that case
*/
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && oldRenderOffscreen) {
- set_render_target_fbo((IWineD3DDevice *) This, 0, target);
- } else if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
+ if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
if(((IWineD3DSwapChainImpl *) swapchain)->backBuffer) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
@@ -665,7 +663,6 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
*/
context = ((IWineD3DSwapChainImpl *) This->swapchains[0])->context[0];
}
- set_render_target_fbo((IWineD3DDevice *) This, 0, target);
break;
case ORM_PBUFFER:
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index c6eb655..4e1c086 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -7,7 +7,7 @@
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Stefan D?singer for CodeWeavers
- * Copyright 2006 Henri Verbeet
+ * Copyright 2006-2007 Henri Verbeet
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -73,8 +73,6 @@ static inline Display *get_display( HDC hdc )
/* static function declarations */
static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
-static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil);
-
/* helper macros */
#define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
@@ -185,7 +183,7 @@ static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
}
HeapFree(GetProcessHeap(), 0, This->render_targets);
-
+ HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
HeapFree(GetProcessHeap(), 0, This->draw_buffers);
if (This->glsl_program_lookup) hash_table_destroy(This->glsl_program_lookup);
@@ -1700,9 +1698,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
/* Depth Stencil support */
This->stencilBufferTarget = This->depthStencilBuffer;
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
- set_depth_stencil_fbo(iface, This->depthStencilBuffer);
- }
if (NULL != This->stencilBufferTarget) {
IWineD3DSurface_AddRef(This->stencilBufferTarget);
}
@@ -4195,6 +4190,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
/* This is for offscreen rendering as well as for multithreading, thus activate the set render target
* and not the last active one.
*/
+
+ if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
+ apply_fbo_state(iface);
+ }
+
ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
glEnable(GL_SCISSOR_TEST);
@@ -5107,20 +5107,18 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
- This->depth_copy_state = WINED3D_DCS_NO_COPY;
-
- bind_fbo(iface);
+ TRACE("Set depth stencil to %p\n", depth_stencil);
if (depth_stencil_impl) {
GLenum texttarget, target;
GLint old_binding = 0;
- IWineD3DSurface_PreLoad(depth_stencil);
texttarget = depth_stencil_impl->glDescription.target;
target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
-
glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
- glBindTexture(target, depth_stencil_impl->glDescription.textureName);
+
+ IWineD3DSurface_PreLoad(depth_stencil);
+
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
@@ -5132,33 +5130,24 @@ static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
checkGLcall("glFramebufferTexture2DEXT()");
}
-
- if (!This->render_offscreen) {
- GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
- checkGLcall("glBindFramebuffer()");
- }
}
-void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
+static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
- if (idx >= GL_LIMITS(buffers)) {
- ERR("%p : Trying to set render target %d, but only %d supported\n", This, idx, GL_LIMITS(buffers));
- }
-
- bind_fbo(iface);
+ TRACE("Set render target %u to %p\n", idx, render_target);
if (rtimpl) {
GLenum texttarget, target;
GLint old_binding = 0;
- IWineD3DSurface_PreLoad(render_target);
texttarget = rtimpl->glDescription.target;
target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
-
glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
- glBindTexture(target, rtimpl->glDescription.textureName);
+
+ IWineD3DSurface_PreLoad(render_target);
+
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(target, old_binding);
@@ -5173,16 +5162,50 @@ void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *re
This->draw_buffers[idx] = GL_NONE;
}
+}
- if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
- GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
- checkGLcall("glDrawBuffers()");
+static void check_fbo_status(IWineD3DDevice *iface) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ GLenum status;
+
+ status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
+ switch(status) {
+ case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
+ default: FIXME("FBO status %#x.\n", status); break;
}
+}
- if (!This->render_offscreen) {
+void apply_fbo_state(IWineD3DDevice *iface) {
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ unsigned int i;
+
+ if (This->render_offscreen) {
+ bind_fbo(iface);
+
+ /* Apply render targets */
+ for (i = 0; i < GL_LIMITS(buffers); ++i) {
+ IWineD3DSurface *render_target = This->render_targets[i];
+ if (This->fbo_color_attachments[i] != render_target) {
+ set_render_target_fbo(iface, i, render_target);
+ This->fbo_color_attachments[i] = render_target;
+ }
+ }
+
+ /* Apply depth targets */
+ if (This->fbo_depth_attachment != This->stencilBufferTarget) {
+ set_depth_stencil_fbo(iface, This->stencilBufferTarget);
+ This->fbo_depth_attachment = This->stencilBufferTarget;
+ }
+
+ if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
+ GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
+ checkGLcall("glDrawBuffers()");
+ }
+ } else {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
- checkGLcall("glBindFramebuffer()");
}
+
+ check_fbo_status(iface);
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
@@ -5242,9 +5265,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
* incomplete or incorrect when SetRenderTarget is called. DrawPrim() will apply the states when it is called.
*/
ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
- } else {
- /* We only get more than 1 render target with fbos, so no need to check the offscreen rendering method */
- set_render_target_fbo(iface, RenderTargetIndex, pRenderTarget);
}
return WINED3D_OK;
}
@@ -5268,15 +5288,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *
tmp = This->stencilBufferTarget;
This->stencilBufferTarget = pNewZStencil;
+ This->depth_copy_state = WINED3D_DCS_NO_COPY;
/* should we be calling the parent or the wined3d surface? */
if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
if (NULL != tmp) IWineD3DSurface_Release(tmp);
hr = WINED3D_OK;
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
- set_depth_stencil_fbo(iface, pNewZStencil);
- }
-
if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
/* Swapping NULL / non NULL depth stencil affects the depth and tests */
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
@@ -5734,9 +5751,27 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
TRACE("(%p) : resource %p\n", This, resource);
switch(IWineD3DResource_GetType(resource)){
- case WINED3DRTYPE_SURFACE:
/* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
- break;
+ case WINED3DRTYPE_SURFACE: {
+ unsigned int i;
+
+ /* Cleanup any FBO attachments */
+ for (i = 0; i < GL_LIMITS(buffers); ++i) {
+ if (This->fbo_color_attachments[i] == (IWineD3DSurface *)resource) {
+ bind_fbo(iface);
+ set_render_target_fbo(iface, i, NULL);
+ This->fbo_color_attachments[i] = NULL;
+ }
+ }
+ if (This->fbo_depth_attachment == (IWineD3DSurface *)resource) {
+ bind_fbo(iface);
+ set_depth_stencil_fbo(iface, NULL);
+ This->fbo_depth_attachment = NULL;
+ }
+
+ break;
+ }
+
case WINED3DRTYPE_TEXTURE:
case WINED3DRTYPE_CUBETEXTURE:
case WINED3DRTYPE_VOLUMETEXTURE:
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 65dc031..f36c654 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2511,7 +2511,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
return temp_result;
object->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
-
+ object->fbo_color_attachments = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
object->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
/* set the state of the device to valid */
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 9820158..a9a719f 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -756,16 +756,6 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
checkGLcall("glEnd and previous calls");
}
-static void check_fbo_status(IWineD3DDevice *iface) {
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-
- GLenum status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
- switch(status) {
- case GL_FRAMEBUFFER_COMPLETE_EXT: TRACE("FBO complete.\n"); break;
- default: TRACE("FBO status %#x.\n", status); break;
- }
-}
-
static void depth_blt(IWineD3DDevice *iface, GLuint texture) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLint old_binding = 0;
@@ -1184,12 +1174,12 @@ void drawPrimitive(IWineD3DDevice *iface,
/* Ok, we will be updating the screen from here onwards so grab the lock */
ENTER_GL();
- ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
-
- if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
- check_fbo_status(iface);
+ if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
+ apply_fbo_state(iface);
}
+ ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
+
if (This->depth_copy_state == WINED3D_DCS_COPY) {
depth_copy(iface);
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index be5818c..bed5cad 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -534,7 +534,7 @@ typedef enum ContextUsage {
void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
-void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target);
+void apply_fbo_state(IWineD3DDevice *iface);
/* Routine to fill gl caps for swapchains and IWineD3D */
BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
@@ -657,6 +657,8 @@ struct IWineD3DDeviceImpl
/* Render Target Support */
IWineD3DSurface **render_targets;
IWineD3DSurface *depthStencilBuffer;
+ IWineD3DSurface **fbo_color_attachments;
+ IWineD3DSurface *fbo_depth_attachment;
IWineD3DSurface *stencilBufferTarget;
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