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synced 2024-09-14 20:25:38 +00:00
wined3d: Disable strict draw ordering by default.
While some performance hit from the extra flushes was expected and would be acceptable, the performance hit can be over 50% on some configurations, which clearly isn't acceptable. This patch introduces a "StrictDrawOrdering" registry key for applications affected by this, until we have a more structural solution.
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@ -6899,8 +6899,8 @@ HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_
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IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect_in, enum blit_operation blit_op,
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DWORD Filter)
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{
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IWineD3DSwapChainImpl *dst_swapchain;
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struct wined3d_context *context;
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IWineD3DSwapChainImpl *dst_swapchain = NULL;
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RECT dst_rect = *dst_rect_in;
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/* Now load the surface */
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@ -6913,10 +6913,8 @@ HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_
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* while OpenGL coordinates are window relative.
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* Also beware of the origin difference(top left vs bottom left).
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* Also beware that the front buffer's surface size is screen width x screen height,
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* whereas the real gl drawable size is the size of the window.
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*/
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IWineD3DSurface_GetContainer((IWineD3DSurface *)dst_surface, &IID_IWineD3DSwapChain, (void **)&dst_swapchain);
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if (dst_swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)dst_swapchain);
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* whereas the real gl drawable size is the size of the window. */
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dst_swapchain = (dst_surface->Flags & SFLAG_SWAPCHAIN) ? (IWineD3DSwapChainImpl *)dst_surface->container : NULL;
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if (dst_swapchain && (IWineD3DSurface *)dst_surface == dst_swapchain->frontBuffer)
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{
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RECT windowsize;
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@ -6942,7 +6940,10 @@ HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_
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/* Leave the opengl state valid for blitting */
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arbfp_blit_unset((IWineD3DDevice *)device);
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wglFlush(); /* Flush to ensure ordering across contexts. */
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if (wined3d_settings.strict_draw_ordering || (dst_swapchain
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&& ((IWineD3DSurface *)dst_surface == dst_swapchain->frontBuffer
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|| dst_swapchain->num_contexts > 1)))
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wglFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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@ -4496,7 +4496,9 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
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LEAVE_GL();
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wglFlush(); /* Flush to ensure ordering across contexts. */
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if (wined3d_settings.strict_draw_ordering || ((target->Flags & SFLAG_SWAPCHAIN)
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&& ((IWineD3DSwapChainImpl *)target->container)->frontBuffer == (IWineD3DSurface *)target))
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wglFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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@ -5467,7 +5469,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
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LEAVE_GL();
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wglFlush(); /* Flush to ensure ordering across contexts. */
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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}
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@ -5811,7 +5813,7 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const
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LEAVE_GL();
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wglFlush(); /* Flush to ensure ordering across contexts. */
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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@ -694,7 +694,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
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wined3d_event_query_issue(This->buffer_queries[i], This);
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}
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wglFlush(); /* Flush to ensure ordering across contexts. */
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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@ -3406,7 +3406,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
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LEAVE_GL();
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wglFlush(); /* Flush to ensure ordering across contexts. */
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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@ -3793,7 +3793,10 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
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/* Leave the opengl state valid for blitting */
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myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
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wglFlush(); /* Flush to ensure ordering across contexts. */
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if (wined3d_settings.strict_draw_ordering || (dstSwapchain
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&& ((IWineD3DSurface *)This == dstSwapchain->frontBuffer
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|| dstSwapchain->num_contexts > 1)))
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wglFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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@ -4266,7 +4269,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *co
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LEAVE_GL();
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wglFlush(); /* Flush to ensure ordering across contexts. */
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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}
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else
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{
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@ -4287,7 +4290,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *co
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LEAVE_GL();
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wglFlush(); /* Flush to ensure ordering across contexts. */
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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}
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else
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{
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@ -4357,6 +4360,7 @@ static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DW
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static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
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{
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IWineD3DDeviceImpl *device = This->resource.device;
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IWineD3DSwapChainImpl *swapchain;
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struct wined3d_context *context;
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RECT src_rect, dst_rect;
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@ -4383,7 +4387,11 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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device->blitter->set_shader((IWineD3DDevice *) device, This);
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wglFlush(); /* Flush to ensure ordering across contexts. */
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swapchain = (This->Flags & SFLAG_SWAPCHAIN) ? (IWineD3DSwapChainImpl *)This->container : NULL;
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if (wined3d_settings.strict_draw_ordering || (swapchain
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&& ((IWineD3DSurface *)This == swapchain->frontBuffer
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|| swapchain->num_contexts > 1)))
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wglFlush(); /* Flush to ensure ordering across contexts. */
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context_release(context);
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}
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@ -72,7 +72,8 @@ wined3d_settings_t wined3d_settings =
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PCI_DEVICE_NONE,/* PCI Device ID */
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0, /* The default of memory is set in FillGLCaps */
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NULL, /* No wine logo by default */
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FALSE /* Disable multisampling for now due to Nvidia driver bugs which happens for some users */
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FALSE, /* Disable multisampling for now due to Nvidia driver bugs which happens for some users */
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FALSE, /* No strict draw ordering. */
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};
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IWineD3D * WINAPI WineDirect3DCreate(UINT version, IUnknown *parent)
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@ -319,6 +320,12 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
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wined3d_settings.allow_multisampling = TRUE;
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}
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}
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if (!get_config_key(hkey, appkey, "StrictDrawOrdering", buffer, size)
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&& !strcmp(buffer,"enabled"))
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{
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TRACE("Enforcing strict draw ordering.\n");
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wined3d_settings.strict_draw_ordering = TRUE;
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}
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}
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if (wined3d_settings.vs_mode == VS_HW)
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TRACE("Allow HW vertex shaders\n");
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@ -268,6 +268,7 @@ typedef struct wined3d_settings_s {
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unsigned int emulated_textureram;
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char *logo;
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int allow_multisampling;
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BOOL strict_draw_ordering;
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} wined3d_settings_t;
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extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
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