[PATCH 4/5] wined3d: Avoid some unneeded depthstencil copies.
Henri Verbeet
hverbeet at codeweavers.com
Wed Jun 17 03:19:52 CDT 2009
---
dlls/wined3d/drawprim.c | 12 +++++++++---
1 files changed, 9 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index c92659f..acbfbf9 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -574,10 +574,16 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertice
if (This->stencilBufferTarget) {
/* Note that this depends on the ActivateContext call above to set
- * This->render_offscreen properly */
+ * This->render_offscreen properly. We don't currently take the
+ * Z-compare function into account, but we could skip loading the
+ * depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
+ * that we never copy the stencil data.*/
DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
- surface_load_ds_location(This->stencilBufferTarget, location);
- surface_modify_ds_location(This->stencilBufferTarget, location);
+ if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE]
+ || This->stateBlock->renderState[WINED3DRS_ZENABLE])
+ surface_load_ds_location(This->stencilBufferTarget, location);
+ if (This->stateBlock->renderState[WINED3DRS_ZWRITEENABLE])
+ surface_modify_ds_location(This->stencilBufferTarget, location);
}
/* Ok, we will be updating the screen from here onwards so grab the lock */
--
1.6.0.6
More information about the wine-patches
mailing list