wined3d: Create a FBO for each combination of render targets and depth stencil.
The main reason for this change is crappy performance for reconfiguring FBOs.
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 6e93970..76d449a 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -194,14 +194,14 @@
/* Dump the FBO attachments */
for (i = 0; i < GL_LIMITS(buffers); ++i)
{
- attachment = (IWineD3DSurfaceImpl *)This->activeContext->fbo_color_attachments[i];
+ attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->render_targets[i];
if (attachment)
{
FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
attachment->pow2Width, attachment->pow2Height);
}
}
- attachment = (IWineD3DSurfaceImpl *)This->activeContext->fbo_depth_attachment;
+ attachment = (IWineD3DSurfaceImpl *)This->activeContext->current_fbo->depth_stencil;
if (attachment)
{
FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
@@ -210,67 +210,109 @@
}
}
-static BOOL context_depth_mismatch_fbo(IWineD3DDevice *iface)
+static struct fbo_entry *context_create_fbo_entry(IWineD3DDevice *iface)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- IWineD3DSurfaceImpl *rt_impl = (IWineD3DSurfaceImpl *)This->render_targets[0];
- IWineD3DSurfaceImpl *ds_impl = (IWineD3DSurfaceImpl *)This->stencilBufferTarget;
+ struct fbo_entry *entry;
- if (!ds_impl) return FALSE;
+ entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
+ entry->render_targets = HeapAlloc(GetProcessHeap(), 0, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
+ memcpy(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
+ entry->depth_stencil = This->stencilBufferTarget;
+ entry->attached = FALSE;
+ entry->id = 0;
- if (ds_impl->current_renderbuffer)
- {
- return (rt_impl->pow2Width != ds_impl->current_renderbuffer->width ||
- rt_impl->pow2Height != ds_impl->current_renderbuffer->height);
- }
-
- return (rt_impl->pow2Width != ds_impl->pow2Width ||
- rt_impl->pow2Height != ds_impl->pow2Height);
+ return entry;
}
-void context_apply_fbo_state(IWineD3DDevice *iface)
+void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry)
+{
+ if (entry->id)
+ {
+ TRACE("Destroy FBO %d\n", entry->id);
+ context_destroy_fbo(This, &entry->id);
+ }
+ list_remove(&entry->entry);
+ HeapFree(GetProcessHeap(), 0, entry->render_targets);
+ HeapFree(GetProcessHeap(), 0, entry);
+}
+
+
+static struct fbo_entry *context_find_fbo_entry(IWineD3DDevice *iface, WineD3DContext *context)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- WineD3DContext *context = This->activeContext;
+ struct fbo_entry *entry;
+
+ LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
+ {
+ if (!memcmp(entry->render_targets, This->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets))
+ && entry->depth_stencil == This->stencilBufferTarget)
+ {
+ return entry;
+ }
+ }
+
+ entry = context_create_fbo_entry(iface);
+ list_add_head(&context->fbo_list, &entry->entry);
+ return entry;
+}
+
+static void context_apply_fbo_entry(IWineD3DDevice *iface, struct fbo_entry *entry)
+{
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
unsigned int i;
- if (This->render_offscreen)
- {
- context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &context->fbo);
+ context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &entry->id);
+ if (!entry->attached)
+ {
/* Apply render targets */
for (i = 0; i < GL_LIMITS(buffers); ++i)
{
IWineD3DSurface *render_target = This->render_targets[i];
- if (context->fbo_color_attachments[i] != render_target)
- {
- context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
- context->fbo_color_attachments[i] = render_target;
- }
+ context_attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, i, render_target);
}
/* Apply depth targets */
- if (context->fbo_depth_attachment != This->stencilBufferTarget || context_depth_mismatch_fbo(iface))
- {
+ if (This->stencilBufferTarget) {
unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
- if (This->stencilBufferTarget)
- {
- surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
- }
- context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
- context->fbo_depth_attachment = This->stencilBufferTarget;
+ surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
}
+ context_attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, This->stencilBufferTarget, TRUE);
+ entry->attached = TRUE;
+ } else {
for (i = 0; i < GL_LIMITS(buffers); ++i)
{
if (This->render_targets[i])
- This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
- else
- This->draw_buffers[i] = GL_NONE;
+ context_apply_attachment_filter_states(iface, This->render_targets[i], FALSE);
}
+ if (This->stencilBufferTarget)
+ context_apply_attachment_filter_states(iface, This->stencilBufferTarget, FALSE);
+ }
+
+ for (i = 0; i < GL_LIMITS(buffers); ++i)
+ {
+ if (This->render_targets[i])
+ This->draw_buffers[i] = GL_COLOR_ATTACHMENT0_EXT + i;
+ else
+ This->draw_buffers[i] = GL_NONE;
+ }
+}
+
+static void context_apply_fbo_state(IWineD3DDevice *iface)
+{
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ WineD3DContext *context = This->activeContext;
+
+ if (This->render_offscreen)
+ {
+ context->current_fbo = context_find_fbo_entry(iface, context);
+ context_apply_fbo_entry(iface, context->current_fbo);
} else {
+ context->current_fbo = NULL;
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
}
@@ -726,12 +768,7 @@
TRACE("Successfully created new context %p\n", ret);
- ret->fbo_color_attachments = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
- if (!ret->fbo_color_attachments)
- {
- ERR("Out of memory!\n");
- goto out;
- }
+ list_init(&ret->fbo_list);
/* Set up the context defaults */
oldCtx = pwglGetCurrentContext();
@@ -827,7 +864,6 @@
return ret;
out:
- HeapFree(GetProcessHeap(), 0, ret->fbo_color_attachments);
return NULL;
}
@@ -884,6 +920,7 @@
*
*****************************************************************************/
void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
+ struct fbo_entry *entry, *entry2;
TRACE("Destroying ctx %p\n", context);
@@ -895,9 +932,8 @@
ENTER_GL();
- if (context->fbo) {
- TRACE("Destroy FBO %d\n", context->fbo);
- context_destroy_fbo(This, &context->fbo);
+ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
+ context_destroy_fbo_entry(This, entry);
}
if (context->src_fbo) {
TRACE("Destroy src FBO %d\n", context->src_fbo);
@@ -910,9 +946,6 @@
LEAVE_GL();
- HeapFree(GetProcessHeap(), 0, context->fbo_color_attachments);
- context->fbo_color_attachments = NULL;
-
/* Cleanup the GL context */
pwglMakeCurrent(NULL, NULL);
if(context->isPBuffer) {
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 496e5e8..4ca96e6 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -6174,8 +6174,8 @@
glClear(GL_COLOR_BUFFER_BIT);
checkGLcall("glClear");
- if (This->render_offscreen) {
- context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->activeContext->fbo);
+ if (This->activeContext->current_fbo) {
+ context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->activeContext->current_fbo->id);
} else {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
@@ -6567,8 +6567,8 @@
IWineD3DSurface_ModifyLocation(dst_surface, SFLAG_INDRAWABLE, TRUE);
- if (This->render_offscreen) {
- context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->activeContext->fbo);
+ if (This->activeContext->current_fbo) {
+ context_bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->activeContext->current_fbo->id);
} else {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
@@ -7376,14 +7376,20 @@
}
for (i = 0; i < This->numContexts; ++i) {
+ struct fbo_entry *entry, *entry2;
int j;
- for (j = 0; j < GL_LIMITS(buffers); ++j) {
- if (This->contexts[i]->fbo_color_attachments[j] == (IWineD3DSurface *)resource) {
- This->contexts[i]->fbo_color_attachments[j] = NULL;
+
+ LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &This->contexts[i]->fbo_list, struct fbo_entry, entry) {
+ BOOL destroyed = FALSE;
+ for (j = 0; !destroyed && j < GL_LIMITS(buffers); ++j) {
+ if (entry->render_targets[j] == (IWineD3DSurface *)resource) {
+ context_destroy_fbo_entry(This, entry);
+ destroyed = TRUE;
+ }
}
- }
- if (This->contexts[i]->fbo_depth_attachment == (IWineD3DSurface *)resource) {
- This->contexts[i]->fbo_depth_attachment = NULL;
+ if (!destroyed && entry->depth_stencil == (IWineD3DSurface *)resource) {
+ context_destroy_fbo_entry(This, entry);
+ }
}
}
}
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 69bf0fb..be6ffb3 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -4004,8 +4004,8 @@
depth_blt((IWineD3DDevice *)device, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height);
checkGLcall("depth_blt");
- if (device->render_offscreen) {
- context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->fbo);
+ if (device->activeContext->current_fbo) {
+ context_bind_fbo((IWineD3DDevice *)device, GL_FRAMEBUFFER_EXT, &device->activeContext->current_fbo->id);
} else {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
@@ -4026,8 +4026,8 @@
depth_blt((IWineD3DDevice *)device, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height);
checkGLcall("depth_blt");
- if (device->render_offscreen) {
- GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->fbo));
+ if (device->activeContext->current_fbo) {
+ GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, device->activeContext->current_fbo->id));
checkGLcall("glBindFramebuffer()");
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 654c585..d347807 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -613,9 +613,8 @@
GLint aux_buffers;
/* FBOs */
- IWineD3DSurface **fbo_color_attachments;
- IWineD3DSurface *fbo_depth_attachment;
- GLuint fbo;
+ struct list fbo_list;
+ struct fbo_entry *current_fbo;
GLuint src_fbo;
GLuint dst_fbo;
};
@@ -1260,6 +1259,15 @@
UINT height;
} renderbuffer_entry_t;
+struct fbo_entry
+{
+ struct list entry;
+ IWineD3DSurface **render_targets;
+ IWineD3DSurface *depth_stencil;
+ BOOL attached;
+ GLuint id;
+};
+
/*****************************************************************************
* IWineD3DClipp implementation structure
*/
@@ -2435,4 +2443,5 @@
IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h);
+void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry);
#endif