[D3D] Some state change optimizations...
Lionel Ulmer
lionel.ulmer at free.fr
Sat Jun 14 19:11:26 CDT 2003
Changelog:
- GL state change optimizations
- some more preparations for GL-accelerated Blts
- added debug code to compute FPS (nice when adding optimizations)
--
Lionel Ulmer - http://www.bbrox.org/
-------------- next part --------------
--- dlls/ddraw_CVS/d3d_private.h Fri Jun 6 21:24:12 2003
+++ dlls/ddraw/d3d_private.h Sat Jun 14 17:51:48 2003
@@ -205,6 +205,7 @@
D3DMATRIX *view_mat;
D3DMATRIX *proj_mat;
D3DMATRIX *tex_mat[MAX_TEXTURES];
+ BOOLEAN tex_mat_is_identity[MAX_TEXTURES];
/* Current material used in D3D7 mode */
D3DMATERIAL7 current_material;
--- dlls/ddraw_CVS/d3ddevice/mesa.c Sat Jun 14 11:16:57 2003
+++ dlls/ddraw/d3ddevice/mesa.c Sun Jun 15 02:06:46 2003
@@ -39,6 +39,8 @@
WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
WINE_DECLARE_DEBUG_CHANNEL(ddraw_geom);
+#undef COMPUTE_FPS
+
/* x11drv GDI escapes */
#define X11DRV_ESCAPE 6789
enum x11drv_escape_codes
@@ -99,6 +101,19 @@
return drawable;
}
+#ifdef COMPUTE_FPS
+
+#define MEASUREMENT_WINDOW 20
+#define NUMBER_OF_WINDOWS 4
+
+static LONGLONG perf_freq;
+static LONGLONG perf_storage[NUMBER_OF_WINDOWS];
+static LONGLONG prev_time = 0;
+static unsigned int current_window;
+static unsigned int measurements_in_window;
+static unsigned int valid_windows;
+
+#endif
static BOOL opengl_flip( LPVOID dev, LPVOID drawable)
{
@@ -114,6 +129,58 @@
gl_d3d_dev->state[WINE_GL_BUFFER_FRONT] = SURFACE_GL;
glXSwapBuffers(gl_d3d_dev->display, (Drawable)drawable);
LEAVE_GL();
+
+#ifdef COMPUTE_FPS
+ {
+ LONGLONG current_time;
+ LONGLONG frame_duration;
+ QueryPerformanceCounter((LARGE_INTEGER *) ¤t_time);
+
+ if (prev_time != 0) {
+ LONGLONG total_time = 0;
+ int tot_meas;
+
+ frame_duration = current_time - prev_time;
+ prev_time = current_time;
+
+ perf_storage[current_window] += frame_duration;
+ measurements_in_window++;
+
+ if (measurements_in_window >= MEASUREMENT_WINDOW) {
+ current_window++;
+ valid_windows++;
+
+ if (valid_windows < NUMBER_OF_WINDOWS) {
+ int i;
+ tot_meas = valid_windows * MEASUREMENT_WINDOW;
+ for (i = 0; i < valid_windows; i++) {
+ total_time += perf_storage[i];
+ }
+ } else {
+ int i;
+ tot_meas = NUMBER_OF_WINDOWS * MEASUREMENT_WINDOW;
+ for (i = 0; i < NUMBER_OF_WINDOWS; i++) {
+ total_time += perf_storage[i];
+ }
+ }
+
+ DPRINTF("FPS : %9.5f\n", (double) (perf_freq * tot_meas) / (double) total_time);
+
+ if (current_window >= NUMBER_OF_WINDOWS) {
+ current_window = 0;
+ }
+ perf_storage[current_window] = 0;
+ }
+ } else {
+ prev_time = current_time;
+ memset(perf_storage, 0, sizeof(perf_storage));
+ current_window = 0;
+ valid_windows = 0;
+ measurements_in_window = 0;
+ QueryPerformanceFrequency((LARGE_INTEGER *) &perf_freq);
+ }
+ }
+#endif
return TRUE;
}
@@ -785,15 +852,20 @@
} else if ((vertex_transformed == TRUE) &&
(glThis->transform_state != GL_TRANSFORM_ORTHO)) {
/* Set our orthographic projection */
- glThis->transform_state = GL_TRANSFORM_ORTHO;
- d3ddevice_set_ortho(This);
+ if (glThis->transform_state != GL_TRANSFORM_ORTHO) {
+ glThis->transform_state = GL_TRANSFORM_ORTHO;
+ d3ddevice_set_ortho(This);
+ }
}
/* TODO: optimize this to not always reset all the fog stuff on all DrawPrimitive call
if no fogging state change occured */
if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) {
if (vertex_transformed == TRUE) {
- glDisable(GL_FOG);
+ if (glThis->fogging != 0) {
+ glDisable(GL_FOG);
+ glThis->fogging = 0;
+ }
/* Now check if our fog_table still corresponds to the current vertex color.
Element '0x..00' is always the fog color as it corresponds to maximum fog intensity */
if ((glThis->fog_table[0 * 0x10000 + 0x0000] != ((This->state_block.render_state[D3DRENDERSTATE_FOGCOLOR - 1] >> 0) & 0xFF)) ||
@@ -817,20 +889,36 @@
glFogf(GL_FOG_START, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGSTART - 1]));
glFogf(GL_FOG_END, ZfromZproj(This, *(float*)&This->state_block.render_state[D3DRENDERSTATE_FOGEND - 1]));
}
- glEnable(GL_FOG);
+ if (glThis->fogging == 0) {
+ glEnable(GL_FOG);
+ glThis->fogging = 1;
+ }
} else {
- glDisable(GL_FOG);
+ if (glThis->fogging != 0) {
+ glDisable(GL_FOG);
+ glThis->fogging = 0;
+ }
}
}
} else {
- glDisable(GL_FOG);
+ if (glThis->fogging != 0) {
+ glDisable(GL_FOG);
+ glThis->fogging = 0;
+ }
}
/* Handle the 'no-normal' case */
- if ((vertex_lit == FALSE) && (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE))
- glEnable(GL_LIGHTING);
- else
- glDisable(GL_LIGHTING);
+ if ((vertex_lit == FALSE) && (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE)) {
+ if (glThis->lighting == 0) {
+ glEnable(GL_LIGHTING);
+ glThis->lighting = 1;
+ }
+ } else {
+ if (glThis->lighting != 0) {
+ glDisable(GL_LIGHTING);
+ glThis->lighting = 0;
+ }
+ }
/* Handle the code for pre-vertex material properties */
if (vertex_transformed == FALSE) {
@@ -1540,6 +1628,7 @@
DWORD dwState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
+ IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
const char *type;
DWORD prev_state;
@@ -1685,7 +1774,10 @@
/* Re-Enable GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT */
if (dwState != D3DTOP_DISABLE) {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
+ if (glThis->current_tex_env != GL_COMBINE_EXT) {
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
+ glThis->current_tex_env = GL_COMBINE_EXT;
+ }
}
/* Now set up the operand correctly */
@@ -2148,17 +2240,25 @@
TRACE(" - dvMinZ = %f dvMaxZ = %f\n",
lpData->dvMinZ, lpData->dvMaxZ);
}
- This->active_viewport = *lpData;
-
ENTER_GL();
/* Set the viewport */
- glDepthRange(lpData->dvMinZ, lpData->dvMaxZ);
- glViewport(lpData->dwX,
- This->surface->surface_desc.dwHeight - (lpData->dwHeight + lpData->dwY),
- lpData->dwWidth, lpData->dwHeight);
+ if ((lpData->dvMinZ != This->active_viewport.dvMinZ) ||
+ (lpData->dvMaxZ != This->active_viewport.dvMaxZ)) {
+ glDepthRange(lpData->dvMinZ, lpData->dvMaxZ);
+ }
+ if ((lpData->dwX != This->active_viewport.dwX) ||
+ (lpData->dwY != This->active_viewport.dwY) ||
+ (lpData->dwWidth != This->active_viewport.dwWidth) ||
+ (lpData->dwHeight != This->active_viewport.dwHeight)) {
+ glViewport(lpData->dwX,
+ This->surface->surface_desc.dwHeight - (lpData->dwHeight + lpData->dwY),
+ lpData->dwWidth, lpData->dwHeight);
+ }
LEAVE_GL();
+
+ This->active_viewport = *lpData;
return DD_OK;
}
@@ -2382,7 +2482,6 @@
DWORD dwStencil)
{
IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
- GLboolean ztest;
GLbitfield bitfield = 0;
D3DRECT rect;
int i;
@@ -2420,22 +2519,32 @@
if (dwFlags & D3DCLEAR_ZBUFFER) {
bitfield |= GL_DEPTH_BUFFER_BIT;
- glGetBooleanv(GL_DEPTH_WRITEMASK, &ztest);
- glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
- glClearDepth(dvZ);
+ if (glThis->depth_mask == FALSE) {
+ glDepthMask(GL_TRUE); /* Enables Z writing to be sure to delete also the Z buffer */
+ }
+ if (dvZ != glThis->prev_clear_Z) {
+ glClearDepth(dvZ);
+ glThis->prev_clear_Z = dvZ;
+ }
TRACE(" depth value : %f\n", dvZ);
}
if (dwFlags & D3DCLEAR_STENCIL) {
bitfield |= GL_STENCIL_BUFFER_BIT;
- glClearStencil(dwStencil);
+ if (dwStencil != glThis->prev_clear_stencil) {
+ glClearStencil(dwStencil);
+ glThis->prev_clear_stencil = dwStencil;
+ }
TRACE(" stencil value : %ld\n", dwStencil);
}
if (dwFlags & D3DCLEAR_TARGET) {
bitfield |= GL_COLOR_BUFFER_BIT;
- glClearColor(((dwColor >> 16) & 0xFF) / 255.0,
- ((dwColor >> 8) & 0xFF) / 255.0,
- ((dwColor >> 0) & 0xFF) / 255.0,
- ((dwColor >> 24) & 0xFF) / 255.0);
+ if (dwColor != glThis->prev_clear_color) {
+ glClearColor(((dwColor >> 16) & 0xFF) / 255.0,
+ ((dwColor >> 8) & 0xFF) / 255.0,
+ ((dwColor >> 0) & 0xFF) / 255.0,
+ ((dwColor >> 24) & 0xFF) / 255.0);
+ glThis->prev_clear_color = dwColor;
+ }
TRACE(" color value (ARGB) : %08lx\n", dwColor);
}
@@ -2448,7 +2557,7 @@
glDisable(GL_SCISSOR_TEST);
if (dwFlags & D3DCLEAR_ZBUFFER) {
- if (ztest == 0) glDepthMask(ztest);
+ if (glThis->depth_mask == FALSE) glDepthMask(GL_FALSE);
}
LEAVE_GL();
@@ -2761,10 +2870,20 @@
/* No multi-texturing support for now ... */
glMatrixMode(GL_TEXTURE);
glLoadMatrixf((float *) This->tex_mat[tex_stage]);
+ if (memcmp(This->tex_mat[tex_stage], id_mat, 16 * sizeof(D3DVALUE))) {
+ This->tex_mat_is_identity[tex_stage] = FALSE;
+ } else {
+ This->tex_mat_is_identity[tex_stage] = TRUE;
+ }
}
} else {
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
+ if (tex_stage == 0) {
+ if (This->tex_mat_is_identity[tex_stage] == FALSE) {
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ This->tex_mat_is_identity[tex_stage] = TRUE;
+ }
+ }
}
}
}
@@ -2933,39 +3052,133 @@
#define UNLOCK_TEX_SIZE 256
+#define DEPTH_RANGE_BIT (0x00000001 << 0)
+#define VIEWPORT_BIT (0x00000001 << 1)
+
+static DWORD d3ddevice_set_state_for_flush(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, BOOLEAN use_alpha, BOOLEAN *initial) {
+ IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
+ DWORD opt_bitmap = 0x00000000;
+
+ if (gl_d3d_dev->unlock_tex == 0) {
+ glGenTextures(1, &gl_d3d_dev->unlock_tex);
+ glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
+ *initial = TRUE;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
+ }
+ if (d3d_dev->tex_mat_is_identity[0] == FALSE) {
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ }
+
+ if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) {
+ gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
+ d3ddevice_set_ortho(d3d_dev);
+ }
+
+ if (gl_d3d_dev->depth_test != FALSE) glDisable(GL_DEPTH_TEST);
+ if ((gl_d3d_dev->current_bound_texture[0] == NULL) ||
+ (d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE))
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_SCISSOR_TEST);
+ if ((d3d_dev->active_viewport.dvMinZ != 0.0) ||
+ (d3d_dev->active_viewport.dvMaxZ != 1.0)) {
+ glDepthRange(0.0, 1.0);
+ opt_bitmap |= DEPTH_RANGE_BIT;
+ }
+ if ((d3d_dev->active_viewport.dwX != 0) ||
+ (d3d_dev->active_viewport.dwY != 0) ||
+ (d3d_dev->active_viewport.dwWidth != d3d_dev->surface->surface_desc.dwWidth) ||
+ (d3d_dev->active_viewport.dwHeight != d3d_dev->surface->surface_desc.dwHeight)) {
+ glViewport(0, 0, d3d_dev->surface->surface_desc.dwWidth, d3d_dev->surface->surface_desc.dwHeight);
+ opt_bitmap |= VIEWPORT_BIT;
+ }
+ glScissor(pRect->left, d3d_dev->surface->surface_desc.dwHeight - pRect->bottom,
+ pRect->right - pRect->left, pRect->bottom - pRect->top);
+ if (gl_d3d_dev->lighting != FALSE) glDisable(GL_LIGHTING);
+ if (gl_d3d_dev->cull_face != FALSE) glDisable(GL_CULL_FACE);
+ if (use_alpha) {
+ if (gl_d3d_dev->alpha_test == FALSE) glEnable(GL_ALPHA_TEST);
+ if (((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) != 0x00) ||
+ ((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]) != D3DCMP_GREATER)) {
+ glAlphaFunc(GL_GREATER, 0.0);
+ }
+ } else {
+ if (gl_d3d_dev->alpha_test != FALSE) glDisable(GL_ALPHA_TEST);
+ }
+ if (gl_d3d_dev->stencil_test != FALSE) glDisable(GL_STENCIL_TEST);
+ if (gl_d3d_dev->blending != FALSE) glDisable(GL_BLEND);
+ if (gl_d3d_dev->fogging != FALSE) glDisable(GL_FOG);
+ if (gl_d3d_dev->current_tex_env != GL_REPLACE)
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+
+ return opt_bitmap;
+}
+
+static void d3ddevice_restore_state_after_flush(IDirect3DDeviceImpl *d3d_dev, DWORD opt_bitmap, BOOLEAN use_alpha) {
+ IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
+
+ /* And restore all the various states modified by this code */
+ if (gl_d3d_dev->depth_test != 0) glEnable(GL_DEPTH_TEST);
+ if (gl_d3d_dev->lighting != 0) glEnable(GL_LIGHTING);
+ if ((gl_d3d_dev->alpha_test != 0) && (use_alpha == 0))
+ glEnable(GL_ALPHA_TEST);
+ else if ((gl_d3d_dev->alpha_test == 0) && (use_alpha != 0))
+ glDisable(GL_ALPHA_TEST);
+ if (use_alpha) {
+ if (((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) != 0x00) ||
+ ((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]) != D3DCMP_GREATER)) {
+ glAlphaFunc(convert_D3D_compare_to_GL(d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]),
+ (d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0);
+ }
+ }
+ if (gl_d3d_dev->stencil_test != 0) glEnable(GL_STENCIL_TEST);
+ if (gl_d3d_dev->cull_face != 0) glEnable(GL_CULL_FACE);
+ if (gl_d3d_dev->blending != 0) glEnable(GL_BLEND);
+ if (gl_d3d_dev->fogging != 0) glEnable(GL_FOG);
+ glDisable(GL_SCISSOR_TEST);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, gl_d3d_dev->current_tex_env);
+ if (opt_bitmap & DEPTH_RANGE_BIT) {
+ glDepthRange(d3d_dev->active_viewport.dvMinZ, d3d_dev->active_viewport.dvMaxZ);
+ }
+ if (opt_bitmap & VIEWPORT_BIT) {
+ glViewport(d3d_dev->active_viewport.dwX,
+ d3d_dev->surface->surface_desc.dwHeight - (d3d_dev->active_viewport.dwHeight + d3d_dev->active_viewport.dwY),
+ d3d_dev->active_viewport.dwWidth, d3d_dev->active_viewport.dwHeight);
+ }
+ if (d3d_dev->tex_mat_is_identity[0] == FALSE) {
+ d3d_dev->matrices_updated(d3d_dev, TEXMAT0_CHANGED);
+ }
+
+ /* This is a hack to prevent querying the current texture from GL. Basically, at the next
+ DrawPrimitive call, this will bind the correct texture to this stage. */
+ gl_d3d_dev->current_bound_texture[0] = (IDirectDrawSurfaceImpl *) 0x00000001;
+ if (d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE) glDisable(GL_TEXTURE_2D);
+}
+
static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, IDirectDrawSurfaceImpl *surf) {
RECT loc_rect;
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
- GLint depth_test, alpha_test, cull_face, lighting, tex_env, blend, stencil_test, fog;
int x, y;
BOOLEAN initial = FALSE;
-
+ DWORD opt_bitmap;
+
/* Note : no need here to lock the 'device critical section' as we are already protected by
the GL critical section. */
if (pRect == NULL) {
loc_rect.top = 0;
loc_rect.left = 0;
- loc_rect.bottom = surf->surface_desc.dwHeight;
- loc_rect.right = surf->surface_desc.dwWidth;
+ loc_rect.bottom = d3d_dev->surface->surface_desc.dwHeight;
+ loc_rect.right = d3d_dev->surface->surface_desc.dwWidth;
pRect = &loc_rect;
}
TRACE(" flushing memory back to screen memory (%ld,%ld) x (%ld,%ld).\n", pRect->top, pRect->left, pRect->right, pRect->bottom);
- /* This is a hack to prevent querying the current texture from GL */
- gl_d3d_dev->current_bound_texture[0] = (IDirectDrawSurfaceImpl *) 0x00000001;
-
- if (gl_d3d_dev->unlock_tex == 0) {
- glGenTextures(1, &gl_d3d_dev->unlock_tex);
- glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
- initial = TRUE;
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- } else {
- glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
- }
-
+ opt_bitmap = d3ddevice_set_state_for_flush(d3d_dev, pRect, FALSE, &initial);
if (upload_surface_to_tex_memory_init(surf, 0, &gl_d3d_dev->current_internal_format,
initial, FALSE, UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) {
@@ -2973,36 +3186,6 @@
return;
}
- glGetIntegerv(GL_DEPTH_TEST, &depth_test);
- glGetIntegerv(GL_ALPHA_TEST, &alpha_test);
- glGetIntegerv(GL_STENCIL_TEST, &stencil_test);
- glGetIntegerv(GL_CULL_FACE, &cull_face);
- glGetIntegerv(GL_LIGHTING, &lighting);
- glGetIntegerv(GL_BLEND, &blend);
- glGetIntegerv(GL_FOG, &fog);
- glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &tex_env);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- /* TODO: scissor test if ever we use it ! */
-
- gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
- d3ddevice_set_ortho(d3d_dev);
-
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_SCISSOR_TEST);
- glDepthRange(0.0, 1.0);
- glViewport(0, 0, d3d_dev->surface->surface_desc.dwWidth, d3d_dev->surface->surface_desc.dwHeight);
- glScissor(pRect->left, surf->surface_desc.dwHeight - pRect->bottom,
- pRect->right - pRect->left, pRect->bottom - pRect->top);
- glDisable(GL_LIGHTING);
- glDisable(GL_CULL_FACE);
- glDisable(GL_ALPHA_TEST);
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_BLEND);
- glDisable(GL_FOG);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-
for (x = pRect->left; x < pRect->right; x += UNLOCK_TEX_SIZE) {
for (y = pRect->top; y < pRect->bottom; y += UNLOCK_TEX_SIZE) {
/* First, upload the texture... */
@@ -3030,24 +3213,8 @@
}
upload_surface_to_tex_memory_release();
+ d3ddevice_restore_state_after_flush(d3d_dev, opt_bitmap, FALSE);
- /* And restore all the various states modified by this code */
- if (depth_test != 0) glEnable(GL_DEPTH_TEST);
- if (lighting != 0) glEnable(GL_LIGHTING);
- if (alpha_test != 0) glEnable(GL_ALPHA_TEST);
- if (stencil_test != 0) glEnable(GL_STENCIL_TEST);
- if (cull_face != 0) glEnable(GL_CULL_FACE);
- if (blend != 0) glEnable(GL_BLEND);
- if (fog != 0) glEnable(GL_FOG);
- glDisable(GL_SCISSOR_TEST);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glPixelStorei(GL_UNPACK_SWAP_BYTES, FALSE);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, tex_env);
- glDepthRange(d3d_dev->active_viewport.dvMinZ, d3d_dev->active_viewport.dvMaxZ);
- glViewport(d3d_dev->active_viewport.dwX,
- d3d_dev->surface->surface_desc.dwHeight - (d3d_dev->active_viewport.dwHeight + d3d_dev->active_viewport.dwY),
- d3d_dev->active_viewport.dwWidth, d3d_dev->active_viewport.dwHeight);
- d3d_dev->matrices_updated(d3d_dev, TEXMAT0_CHANGED);
#if 0
/* I keep this code here as it's very useful to debug :-) */
{
@@ -3251,6 +3418,7 @@
for (tex_num = 0; tex_num < MAX_TEXTURES; tex_num++) {
object->tex_mat[tex_num] = (D3DMATRIX *) HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 16 * sizeof(float));
memcpy(object->tex_mat[tex_num], id_mat, 16 * sizeof(float));
+ object->tex_mat_is_identity[tex_num] = TRUE;
}
/* Initialisation */
@@ -3269,8 +3437,24 @@
object->clipping_planes = (d3d7clippingplane*)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->max_clipping_planes * sizeof(d3d7clippingplane));
glHint(GL_FOG_HINT,GL_NICEST);
-
+
+ /* Initialize the various GL contexts to be in sync with what we store locally */
+ glClearDepth(0.0);
+ glClearStencil(0);
glClearColor(0.0, 0.0, 0.0, 0.0);
+ glDepthMask(GL_TRUE);
+ gl_object->depth_mask = TRUE;
+ glEnable(GL_DEPTH_TEST);
+ gl_object->depth_test = TRUE;
+ glDisable(GL_ALPHA_TEST);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_BLEND);
+ glDisable(GL_FOG);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ gl_object->current_tex_env = GL_REPLACE;
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDrawBuffer(buffer);
glReadBuffer(buffer);
--- dlls/ddraw_CVS/ddraw/main.c Fri Jun 6 21:24:12 2003
+++ dlls/ddraw/ddraw/main.c Sat Jun 14 12:31:32 2003
@@ -368,7 +368,7 @@
}
/* Check also for the MIPMAP / MIPMAPCOUNT flags.
- TODO: check if Windows 'auto-builds' somehow the mip-map levels */
+ As checked on Windows, this is the right behaviour. No mipmaps seem to be generated. */
if (((ddsd.dwFlags & DDSD_MIPMAPCOUNT) == 0) &&
((ddsd.ddsCaps.dwCaps & DDSCAPS_MIPMAP) != 0)) {
ddsd.dwFlags |= DDSD_MIPMAPCOUNT;
--- dlls/ddraw_CVS/mesa.c Fri Jun 6 21:24:12 2003
+++ dlls/ddraw/mesa.c Sun Jun 15 01:01:15 2003
@@ -147,12 +147,15 @@
updated either.. No idea about what happens in D3D.
Maybe replacing the Z function by ALWAYS would be a better idea. */
- if (dwRenderState == D3DZB_TRUE)
+ if ((dwRenderState == D3DZB_TRUE) && (glThis->depth_test == FALSE)) {
glEnable(GL_DEPTH_TEST);
- else if (dwRenderState == D3DZB_FALSE)
+ glThis->depth_test = TRUE;
+ } else if ((dwRenderState == D3DZB_FALSE) && (glThis->depth_test == TRUE)) {
glDisable(GL_DEPTH_TEST);
- else {
+ glThis->depth_test = FALSE;
+ } else if (glThis->depth_test == FALSE) {
glEnable(GL_DEPTH_TEST);
+ glThis->depth_test = TRUE;
WARN(" w-buffering not supported.\n");
}
break;
@@ -187,17 +190,19 @@
break;
case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
- if (dwRenderState)
+ if ((dwRenderState != FALSE) && (glThis->depth_mask == FALSE))
glDepthMask(GL_TRUE);
- else
+ else if ((dwRenderState == FALSE) && (glThis->depth_mask != FALSE))
glDepthMask(GL_FALSE);
+ glThis->depth_mask = dwRenderState;
break;
case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */
- if (dwRenderState)
+ if ((dwRenderState != 0) && (glThis->alpha_test == FALSE))
glEnable(GL_ALPHA_TEST);
- else
+ else if ((dwRenderState == 0) && (glThis->alpha_test != FALSE))
glDisable(GL_ALPHA_TEST);
+ glThis->alpha_test = dwRenderState;
break;
case D3DRENDERSTATE_TEXTUREMAG: { /* 17 */
@@ -249,13 +254,22 @@
switch ((D3DTEXTUREBLEND) dwRenderState) {
case D3DTBLEND_DECAL:
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ if (glThis->current_tex_env != GL_REPLACE) {
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ glThis->current_tex_env = GL_REPLACE;
+ }
break;
case D3DTBLEND_DECALALPHA:
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ if (glThis->current_tex_env != GL_REPLACE) {
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ glThis->current_tex_env = GL_DECAL;
+ }
break;
case D3DTBLEND_MODULATE:
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ if (glThis->current_tex_env != GL_MODULATE) {
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glThis->current_tex_env = GL_MODULATE;
+ }
break;
case D3DTBLEND_MODULATEALPHA:
IDirect3DDevice7_SetTextureStageState(d3ddev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
@@ -273,15 +287,24 @@
case D3DRENDERSTATE_CULLMODE: /* 22 */
switch ((D3DCULL) dwRenderState) {
case D3DCULL_NONE:
- glDisable(GL_CULL_FACE);
+ if (glThis->cull_face != 0) {
+ glDisable(GL_CULL_FACE);
+ glThis->cull_face = 0;
+ }
break;
case D3DCULL_CW:
- glEnable(GL_CULL_FACE);
+ if (glThis->cull_face == 0) {
+ glEnable(GL_CULL_FACE);
+ glThis->cull_face = 1;
+ }
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
break;
case D3DCULL_CCW:
- glEnable(GL_CULL_FACE);
+ if (glThis->cull_face == 0) {
+ glEnable(GL_CULL_FACE);
+ glThis->cull_face = 1;
+ }
glFrontFace(GL_CW);
glCullFace(GL_BACK);
break;
@@ -308,11 +331,12 @@
break;
case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
- if (dwRenderState) {
+ if ((dwRenderState != 0) && (glThis->blending == 0)) {
glEnable(GL_BLEND);
- } else {
+ } else if ((dwRenderState == 0) && (glThis->blending != 0)) {
glDisable(GL_BLEND);
}
+ glThis->blending = dwRenderState;
break;
case D3DRENDERSTATE_FOGENABLE: /* 28 */
@@ -357,10 +381,12 @@
case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
/* This needs to be fixed. */
- if (dwRenderState)
+ if ((dwRenderState != 0) && (glThis->blending == 0)) {
glEnable(GL_BLEND);
- else
+ } else if ((dwRenderState == 0) && (glThis->blending != 0)) {
glDisable(GL_BLEND);
+ }
+ glThis->blending = dwRenderState;
break;
case D3DRENDERSTATE_ZBIAS: /* 47 */
@@ -381,10 +407,11 @@
break;
case D3DRENDERSTATE_STENCILENABLE: /* 52 */
- if (dwRenderState)
+ if ((dwRenderState != 0) && (glThis->stencil_test == 0))
glEnable(GL_STENCIL_TEST);
- else
+ else if ((dwRenderState == 0) && (glThis->stencil_test != 0))
glDisable(GL_STENCIL_TEST);
+ glThis->stencil_test = dwRenderState;
break;
case D3DRENDERSTATE_STENCILFAIL: /* 53 */
@@ -441,10 +468,7 @@
break;
case D3DRENDERSTATE_LIGHTING: /* 137 */
- if (dwRenderState)
- glEnable(GL_LIGHTING);
- else
- glDisable(GL_LIGHTING);
+ /* Nothing to do, only storage matters... */
break;
case D3DRENDERSTATE_AMBIENT: { /* 139 */
--- dlls/ddraw_CVS/mesa_private.h Fri Jun 6 21:24:12 2003
+++ dlls/ddraw/mesa_private.h Sat Jun 14 17:44:07 2003
@@ -136,6 +136,13 @@
RECT lock_rect[2];
/* This is just here to print-out a nice warning if we have two successive locks */
BOOLEAN lock_rect_valid[2];
+
+ /* This is used to optimize some stuff */
+ DWORD prev_clear_color;
+ DWORD prev_clear_stencil;
+ D3DVALUE prev_clear_Z;
+ BOOLEAN depth_mask, depth_test, alpha_test, stencil_test, cull_face, lighting, blending, fogging;
+ GLenum current_tex_env;
} IDirect3DDeviceGLImpl;
/* This is for the OpenGL additions... */
@@ -179,6 +186,9 @@
BOOLEAN need_to_alloc, BOOLEAN need_alpha_ck, DWORD tex_width, DWORD tex_height);
extern HRESULT upload_surface_to_tex_memory(RECT *rect, DWORD xoffset, DWORD yoffset, void **temp_buffer);
extern HRESULT upload_surface_to_tex_memory_release(void);
+
+/* Some utilities functions needed to be shared.. */
+extern GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState) ;
#endif /* HAVE_OPENGL */
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