wined3d: Use the source surface's texture for writing the backup.

The hwstretch blit code creates a new texture each time it is called
to back up the back buffer and releases it afterwards. It is more
efficient to keep the texture and release it with the surface.
This commit is contained in:
Stefan Dösinger 2007-03-01 01:42:50 +01:00 committed by Alexandre Julliard
parent 6ac8d88d5c
commit 424d34f84f

View file

@ -2251,7 +2251,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
/* Uses the hardware to stretch and flip the image */
static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown) {
GLuint backup, src;
GLuint src, backup = 0;
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
float left, right, top, bottom; /* Texture coordinates */
@ -2263,22 +2263,27 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
ENTER_GL();
ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
/* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
* we are reading from the back buffer, the backup can be used as source texture
*/
glGenTextures(1, &backup);
checkGLcall("glGenTextures(1, &backup)");
glBindTexture(GL_TEXTURE_2D, backup);
checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
if(!swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
glGenTextures(1, &backup);
checkGLcall("glGenTextures\n");
glBindTexture(GL_TEXTURE_2D, backup);
checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
} else {
/* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
* we are reading from the back buffer, the backup can be used as source texture
*/
if(Src->glDescription.textureName == 0) {
/* Get it a description */
IWineD3DSurface_PreLoad(SrcSurface);
}
glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
}
glReadBuffer(GL_BACK);
checkGLcall("glReadBuffer(GL_BACK)");
/* TODO: Only back up the part that will be overwritten */
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src->pow2Width, Src->pow2Height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
checkGLcall("glTexImage2D");
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
0, 0 /* read offsets */,
0, 0,
@ -2287,13 +2292,14 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
checkGLcall("glCopyTexSubImage2D");
/* No issue with overriding these - the sampler is dirty due to blit usage */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
if(!swapchain || (IWineD3DSurface *) This == swapchain->backBuffer[0]) {
src = backup;
if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
src = backup ? backup : Src->glDescription.textureName;
} else {
glReadBuffer(GL_FRONT);
checkGLcall("glReadBuffer(GL_FRONT)");
@ -2370,8 +2376,8 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
checkGLcall("glCopyTexSubImage2D");
/* Write the back buffer backup back */
glBindTexture(GL_TEXTURE_2D, backup);
checkGLcall("glBindTexture(GL_TEXTURE_2D, backup)");
glBindTexture(GL_TEXTURE_2D, backup ? backup : Src->glDescription.textureName);
checkGLcall("glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName)");
glBegin(GL_QUADS);
/* top left */
@ -2392,12 +2398,14 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
glEnd();
/* Cleanup */
if(src != backup) {
if(src != Src->glDescription.textureName && src != backup) {
glDeleteTextures(1, &src);
checkGLcall("glDeleteTextures(1, &src)");
}
glDeleteTextures(1, &backup);
checkGLcall("glDeleteTextures(1, &backup)");
if(backup) {
glDeleteTextures(1, &backup);
checkGLcall("glDeleteTextures(1, &backup)");
}
LEAVE_GL();
}