Henri Verbeet : wined3d: Skip copying the depth stencil if it's discarded.
Alexandre Julliard
julliard at winehq.org
Tue Sep 23 09:28:30 CDT 2008
Module: wine
Branch: master
Commit: 9d192c6251203fb75694190818ed1ae0971260aa
URL: http://source.winehq.org/git/wine.git/?a=commit;h=9d192c6251203fb75694190818ed1ae0971260aa
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Sep 22 14:52:52 2008 +0200
wined3d: Skip copying the depth stencil if it's discarded.
This gives a small performance improvement for applications that are
smart enough to set the D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL flag, or
to create depth stencils with Discard set to TRUE.
---
dlls/wined3d/device.c | 11 ++++++++---
dlls/wined3d/swapchain.c | 7 +++++++
dlls/wined3d/wined3d_private.h | 1 +
3 files changed, 16 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index d83fdcc..08ef2e1 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -6647,9 +6647,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *
******************************************************/
if (This->stencilBufferTarget) {
- ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
- surface_load_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
- surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
+ if (((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
+ || ((IWineD3DSurfaceImpl *)This->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
+ surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_DISCARDED);
+ } else {
+ ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
+ surface_load_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
+ surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
+ }
}
tmp = This->stencilBufferTarget;
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index 1a82ab8..a9a5787 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -259,6 +259,13 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
}
}
+ if (This->wineD3DDevice->stencilBufferTarget) {
+ if (This->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
+ || ((IWineD3DSurfaceImpl *)This->wineD3DDevice->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
+ surface_modify_ds_location(This->wineD3DDevice->stencilBufferTarget, SFLAG_DS_DISCARDED);
+ }
+ }
+
if(This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE && GL_SUPPORT(SGI_VIDEO_SYNC)) {
retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
if(retval != 0) {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 967cec6..95da129 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1449,6 +1449,7 @@ void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
#define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
SFLAG_DS_OFFSCREEN)
+#define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
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