[01/10] wined3d: Handle FBO attachments slightly more efficiently

Stefan Dösinger stefandoesinger at gmx.at
Mon Apr 9 05:50:25 CDT 2007

Am Montag 09 April 2007 12:21 schrieb H. Verbeet:
> On 09/04/07, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> > Am Montag 09 April 2007 01:53 schrieb H. Verbeet:
> > > 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
> >
> > Is there a reason why you do not do that in ActivateContext? Without
> > that, you will have to take care of things like Clearing, Locking, Blits,
> > etc.
> No strong reason, but applying the FBO state should only happen when
> clearing or drawing to an offscreen render target. Blitting and
> Locking doesn't apply for FBOs because that should just work with the
> texture. It appears a bit hard to detect that in ActivateContext,
> mainly because IWineD3DDeviceImpl_Clear calls ActivateContext with
No, clear should only use RESOURCELOAD because it does not need any specific 
states to be set, appart of those it applies on its own(scissor test), and 
the render target. Using DRAWPRIM for clear may break because applications 
can clear while they have no or incorrect streamsources assigned.

There is an ActivateContext left in SetRenderTarget, that one should go 
actually. I put it there when I added the context manager to mimik the old 
behavior of ActiveRender.

> Either way though, I'd rather change that after this gets applied, to
> avoid breaking too much at once.
Fair enough :-)
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