WineD3D patch test needed
Mirek
thunder.m at czela.net
Sun Apr 22 02:32:14 CDT 2007
I can't find any regression in D3D apps.
Mirek
Stefan Dösinger napsal(a):
> Hi,
> I have a patch which fixes the performance problems introduced with
> c0782603d09807c6ca506948bb4a814a73430184 . I am sure that the patch is
> correct, but I have the bad feeling that it brings up a few other bugs, so I
> send it to wine-devel for testing first.
>
> It only reallocates surfaces when they are either new or the description was
> changed.
>
> Thanks,
> Stefan
>
>
> ------------------------------------------------------------------------
>
> From 1b63bacd9e38ab514917aaa61c3abf0a2eca0896 Mon Sep 17 00:00:00 2001
> From: Stefan Doesinger <stefan at codeweavers.com>
> Date: Sun, 22 Apr 2007 02:02:29 +0200
> Subject: [PATCH] WineD3D: Do not allocate surfaces unless needed
>
> ---
> dlls/wined3d/surface.c | 20 ++++++++++++++++----
> dlls/wined3d/wined3d_private.h | 1 +
> 2 files changed, 17 insertions(+), 4 deletions(-)
>
> diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
> index 4067ac8..909ee84 100644
> --- a/dlls/wined3d/surface.c
> +++ b/dlls/wined3d/surface.c
> @@ -236,6 +236,8 @@ static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal,
> checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
> }
> LEAVE_GL();
> +
> + This->Flags |= SFLAG_ALLOCATED;
> }
>
> /* In D3D the depth stencil dimensions have to be greater than or equal to the
> @@ -556,6 +558,7 @@ void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT te
> }
> This->glDescription.textureName = textureName;
> This->glDescription.target = target;
> + This->Flags &= ~SFLAG_ALLOCATED;
> }
>
> void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
> @@ -1903,8 +1906,10 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
> glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
> vcheckGLcall("glReadBuffer");
>
> - surface_allocate_surface(This, internal, This->pow2Width,
> - This->pow2Height, format, type);
> + if(!(This->Flags & SFLAG_ALLOCATED)) {
> + surface_allocate_surface(This, internal, This->pow2Width,
> + This->pow2Height, format, type);
> + }
>
> glCopyTexSubImage2D(This->glDescription.target,
> This->glDescription.level,
> @@ -1969,7 +1974,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
>
> if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
> TRACE("non power of two support\n");
> - surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
> + if(!(This->Flags & SFLAG_ALLOCATED)) {
> + surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
> + }
> if (mem) {
> surface_upload_data(This, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
> }
> @@ -1977,7 +1984,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
> /* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
> * changed. So also keep track of memory changes. In this case the texture has to be reallocated
> */
> - surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
> + if(!(This->Flags & SFLAG_ALLOCATED)) {
> + surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
> + }
> if (mem) {
> surface_upload_data(This, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
> }
> @@ -2241,6 +2250,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORM
> }
>
> This->Flags |= (WINED3DFMT_D16_LOCKABLE == format) ? SFLAG_LOCKABLE : 0;
> + This->Flags &= ~SFLAG_ALLOCATED;
>
> This->resource.format = format;
>
> @@ -2291,6 +2301,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
>
> /* For client textures opengl has to be notified */
> if(This->Flags & SFLAG_CLIENT) {
> + This->Flags &= ~SFLAG_ALLOCATED;
> IWineD3DSurface_PreLoad(iface);
> /* And hope that the app behaves correctly and did not free the old surface memory before setting a new pointer */
> }
> @@ -2303,6 +2314,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
> This->Flags &= ~SFLAG_USERPTR;
>
> if(This->Flags & SFLAG_CLIENT) {
> + This->Flags &= ~SFLAG_ALLOCATED;
> /* This respecifies an empty texture and opengl knows that the old memory is gone */
> IWineD3DSurface_PreLoad(iface);
> }
> diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
> index 3de938a..835a7ec 100644
> --- a/dlls/wined3d/wined3d_private.h
> +++ b/dlls/wined3d/wined3d_private.h
> @@ -1131,6 +1131,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *S
> #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
> #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
> #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
> +#define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
>
> /* In some conditions the surface memory must not be freed:
> * SFLAG_OVERSIZE: Not all data can be kept in GL
>
>
> ------------------------------------------------------------------------
>
>
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