wined3d: Avoid redundant FBO binds.

Apparently this is an expensive operation for certain drivers, even if the
binding doesn't actually change.
This commit is contained in:
Henri Verbeet 2009-07-17 10:34:05 +02:00 committed by Alexandre Julliard
parent 710f6f8456
commit a80247f58b
2 changed files with 26 additions and 0 deletions

View file

@ -64,6 +64,30 @@ void context_bind_fbo(struct WineD3DContext *context, GLenum target, GLuint *fbo
f = *fbo;
}
switch (target)
{
case GL_READ_FRAMEBUFFER_EXT:
if (context->fbo_read_binding == f) return;
context->fbo_read_binding = f;
break;
case GL_DRAW_FRAMEBUFFER_EXT:
if (context->fbo_draw_binding == f) return;
context->fbo_draw_binding = f;
break;
case GL_FRAMEBUFFER_EXT:
if (context->fbo_read_binding == f
&& context->fbo_draw_binding == f) return;
context->fbo_read_binding = f;
context->fbo_draw_binding = f;
break;
default:
FIXME("Unhandled target %#x.\n", target);
break;
}
GL_EXTCALL(glBindFramebufferEXT(target, f));
checkGLcall("glBindFramebuffer()");
}

View file

@ -1242,6 +1242,8 @@ struct WineD3DContext
struct fbo_entry *current_fbo;
GLuint src_fbo;
GLuint dst_fbo;
GLuint fbo_read_binding;
GLuint fbo_draw_binding;
/* Extension emulation */
GLint gl_fog_source;