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@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