- rewrote the buffer to buffer fast path using Texture engine (much

faster on my NVIDIA hardware)
- small optimizations
This commit is contained in:
Lionel Ulmer 2003-06-16 20:22:46 +00:00 committed by Alexandre Julliard
parent c405019ee5
commit e10a0fd375

View file

@ -88,6 +88,116 @@ inline static Display *get_display( HDC hdc )
return display;
}
#define UNLOCK_TEX_SIZE 256
#define DEPTH_RANGE_BIT (0x00000001 << 0)
#define VIEWPORT_BIT (0x00000001 << 1)
static DWORD d3ddevice_set_state_for_flush(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, BOOLEAN use_alpha, BOOLEAN *initial) {
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
DWORD opt_bitmap = 0x00000000;
if (gl_d3d_dev->unlock_tex == 0) {
glGenTextures(1, &gl_d3d_dev->unlock_tex);
glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
*initial = TRUE;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
} else {
glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
}
if (d3d_dev->tex_mat_is_identity[0] == FALSE) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
}
if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) {
gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
d3ddevice_set_ortho(d3d_dev);
}
if (gl_d3d_dev->depth_test != FALSE) glDisable(GL_DEPTH_TEST);
if ((gl_d3d_dev->current_bound_texture[0] == NULL) ||
(d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE))
glEnable(GL_TEXTURE_2D);
glEnable(GL_SCISSOR_TEST);
if ((d3d_dev->active_viewport.dvMinZ != 0.0) ||
(d3d_dev->active_viewport.dvMaxZ != 1.0)) {
glDepthRange(0.0, 1.0);
opt_bitmap |= DEPTH_RANGE_BIT;
}
if ((d3d_dev->active_viewport.dwX != 0) ||
(d3d_dev->active_viewport.dwY != 0) ||
(d3d_dev->active_viewport.dwWidth != d3d_dev->surface->surface_desc.dwWidth) ||
(d3d_dev->active_viewport.dwHeight != d3d_dev->surface->surface_desc.dwHeight)) {
glViewport(0, 0, d3d_dev->surface->surface_desc.dwWidth, d3d_dev->surface->surface_desc.dwHeight);
opt_bitmap |= VIEWPORT_BIT;
}
glScissor(pRect->left, d3d_dev->surface->surface_desc.dwHeight - pRect->bottom,
pRect->right - pRect->left, pRect->bottom - pRect->top);
if (gl_d3d_dev->lighting != FALSE) glDisable(GL_LIGHTING);
if (gl_d3d_dev->cull_face != FALSE) glDisable(GL_CULL_FACE);
if (use_alpha) {
if (gl_d3d_dev->alpha_test == FALSE) glEnable(GL_ALPHA_TEST);
if (((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) != 0x00) ||
((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]) != D3DCMP_GREATER)) {
glAlphaFunc(GL_GREATER, 0.0);
}
} else {
if (gl_d3d_dev->alpha_test != FALSE) glDisable(GL_ALPHA_TEST);
}
if (gl_d3d_dev->stencil_test != FALSE) glDisable(GL_STENCIL_TEST);
if (gl_d3d_dev->blending != FALSE) glDisable(GL_BLEND);
if (gl_d3d_dev->fogging != FALSE) glDisable(GL_FOG);
if (gl_d3d_dev->current_tex_env != GL_REPLACE)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor3ub(0xFF, 0xFF, 0xFF);
return opt_bitmap;
}
static void d3ddevice_restore_state_after_flush(IDirect3DDeviceImpl *d3d_dev, DWORD opt_bitmap, BOOLEAN use_alpha) {
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
/* And restore all the various states modified by this code */
if (gl_d3d_dev->depth_test != 0) glEnable(GL_DEPTH_TEST);
if (gl_d3d_dev->lighting != 0) glEnable(GL_LIGHTING);
if ((gl_d3d_dev->alpha_test != 0) && (use_alpha == 0))
glEnable(GL_ALPHA_TEST);
else if ((gl_d3d_dev->alpha_test == 0) && (use_alpha != 0))
glDisable(GL_ALPHA_TEST);
if (use_alpha) {
if (((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) != 0x00) ||
((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]) != D3DCMP_GREATER)) {
glAlphaFunc(convert_D3D_compare_to_GL(d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]),
(d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0);
}
}
if (gl_d3d_dev->stencil_test != 0) glEnable(GL_STENCIL_TEST);
if (gl_d3d_dev->cull_face != 0) glEnable(GL_CULL_FACE);
if (gl_d3d_dev->blending != 0) glEnable(GL_BLEND);
if (gl_d3d_dev->fogging != 0) glEnable(GL_FOG);
glDisable(GL_SCISSOR_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, gl_d3d_dev->current_tex_env);
if (opt_bitmap & DEPTH_RANGE_BIT) {
glDepthRange(d3d_dev->active_viewport.dvMinZ, d3d_dev->active_viewport.dvMaxZ);
}
if (opt_bitmap & VIEWPORT_BIT) {
glViewport(d3d_dev->active_viewport.dwX,
d3d_dev->surface->surface_desc.dwHeight - (d3d_dev->active_viewport.dwHeight + d3d_dev->active_viewport.dwY),
d3d_dev->active_viewport.dwWidth, d3d_dev->active_viewport.dwHeight);
}
if (d3d_dev->tex_mat_is_identity[0] == FALSE) {
d3d_dev->matrices_updated(d3d_dev, TEXMAT0_CHANGED);
}
/* This is a hack to prevent querying the current texture from GL. Basically, at the next
DrawPrimitive call, this will bind the correct texture to this stage. */
gl_d3d_dev->current_bound_texture[0] = (IDirectDrawSurfaceImpl *) 0x00000001;
if (d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE) glDisable(GL_TEXTURE_2D);
}
/* retrieve the X drawable to use on a given DC */
inline static Drawable get_drawable( HDC hdc )
@ -2697,7 +2807,10 @@ d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
GLenum prev_draw;
WINE_GL_BUFFER_TYPE src_buffer_type;
IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
BOOLEAN initial = FALSE;
DWORD opt_bitmap;
int x, y;
if (rsrc) {
src_rect.u1.x1 = rsrc->left;
src_rect.u2.y1 = rsrc->top;
@ -2713,9 +2826,9 @@ d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
width = src_rect.u3.x2 - src_rect.u1.x1;
height = src_rect.u4.y2 - src_rect.u2.y1;
if ((width != (src_rect.u3.x2 - src_rect.u1.x1)) ||
(height != (src_rect.u4.y2 - src_rect.u2.y1))) {
TRACE(" buffer to buffer copy not supported with stretching yet !\n");
if ((width != (rect.u3.x2 - rect.u1.x1)) ||
(height != (rect.u4.y2 - rect.u2.y1))) {
FIXME(" buffer to buffer copy not supported with stretching yet !\n");
return DDERR_INVALIDPARAMS;
}
@ -2732,6 +2845,15 @@ d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
TRACE(" using direct buffer to buffer copy.\n");
ENTER_GL();
opt_bitmap = d3ddevice_set_state_for_flush(This->d3ddevice, (LPCRECT) &rect, FALSE, &initial);
if (upload_surface_to_tex_memory_init(This, 0, &gl_d3d_dev->current_internal_format,
initial, FALSE, UNLOCK_TEX_SIZE, UNLOCK_TEX_SIZE) != DD_OK) {
ERR(" unsupported pixel format at direct buffer to buffer copy.\n");
LEAVE_GL();
return DDERR_INVALIDPARAMS;
}
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
if (buffer_type == WINE_GL_BUFFER_FRONT)
@ -2743,22 +2865,61 @@ d3ddevice_blt(IDirectDrawSurfaceImpl *This, LPRECT rdst,
glReadBuffer(GL_FRONT);
else
glReadBuffer(GL_BACK);
/* Set orthographic projection to prevent bad things happening with the glRasterPos call */
if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) {
gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
d3ddevice_set_ortho(This->d3ddevice);
}
glRasterPos3d(rect.u1.x1, rect.u2.y1, 0.5);
glCopyPixels(src_rect.u1.x1, src_impl->surface_desc.dwHeight - rect.u4.y2,
width, height, GL_COLOR);
/* Now the serious stuff happens. Basically, we copy from the source buffer to the texture memory.
And directly re-draws this on the destination buffer. */
for (y = 0; y < height; y += UNLOCK_TEX_SIZE) {
int get_height;
if ((src_rect.u2.y1 + y + UNLOCK_TEX_SIZE) > src_impl->surface_desc.dwHeight)
get_height = src_impl->surface_desc.dwHeight - (src_rect.u2.y1 + y);
else
get_height = UNLOCK_TEX_SIZE;
for (x = 0; x < width; x += UNLOCK_TEX_SIZE) {
int get_width;
if ((src_rect.u1.x1 + x + UNLOCK_TEX_SIZE) > src_impl->surface_desc.dwWidth)
get_width = src_impl->surface_desc.dwWidth - (src_rect.u1.x1 + x);
else
get_width = UNLOCK_TEX_SIZE;
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
0, UNLOCK_TEX_SIZE - get_height,
src_rect.u1.x1 + x, src_impl->surface_desc.dwHeight - (src_rect.u2.y1 + y + get_height),
get_width, get_height);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3d(rect.u1.x1 + x,
rect.u2.y1 + y + UNLOCK_TEX_SIZE,
0.5);
glTexCoord2f(1.0, 0.0);
glVertex3d(rect.u1.x1 + x + UNLOCK_TEX_SIZE,
rect.u2.y1 + y + UNLOCK_TEX_SIZE,
0.5);
glTexCoord2f(1.0, 1.0);
glVertex3d(rect.u1.x1 + x + UNLOCK_TEX_SIZE,
rect.u2.y1 + y,
0.5);
glTexCoord2f(0.0, 1.0);
glVertex3d(rect.u1.x1 + x,
rect.u2.y1 + y,
0.5);
glEnd();
}
}
upload_surface_to_tex_memory_release();
d3ddevice_restore_state_after_flush(This->d3ddevice, opt_bitmap, FALSE);
if (((buffer_type == WINE_GL_BUFFER_FRONT) && (prev_draw == GL_BACK)) ||
((buffer_type == WINE_GL_BUFFER_BACK) && (prev_draw == GL_FRONT)))
glDrawBuffer(prev_draw);
LEAVE_GL();
return DD_OK;
}
}
}
@ -3127,114 +3288,6 @@ static void d3ddevice_lock_update(IDirectDrawSurfaceImpl* This, LPCRECT pRect, D
}
}
#define UNLOCK_TEX_SIZE 256
#define DEPTH_RANGE_BIT (0x00000001 << 0)
#define VIEWPORT_BIT (0x00000001 << 1)
static DWORD d3ddevice_set_state_for_flush(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, BOOLEAN use_alpha, BOOLEAN *initial) {
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
DWORD opt_bitmap = 0x00000000;
if (gl_d3d_dev->unlock_tex == 0) {
glGenTextures(1, &gl_d3d_dev->unlock_tex);
glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
*initial = TRUE;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
} else {
glBindTexture(GL_TEXTURE_2D, gl_d3d_dev->unlock_tex);
}
if (d3d_dev->tex_mat_is_identity[0] == FALSE) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
}
if (gl_d3d_dev->transform_state != GL_TRANSFORM_ORTHO) {
gl_d3d_dev->transform_state = GL_TRANSFORM_ORTHO;
d3ddevice_set_ortho(d3d_dev);
}
if (gl_d3d_dev->depth_test != FALSE) glDisable(GL_DEPTH_TEST);
if ((gl_d3d_dev->current_bound_texture[0] == NULL) ||
(d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE))
glEnable(GL_TEXTURE_2D);
glEnable(GL_SCISSOR_TEST);
if ((d3d_dev->active_viewport.dvMinZ != 0.0) ||
(d3d_dev->active_viewport.dvMaxZ != 1.0)) {
glDepthRange(0.0, 1.0);
opt_bitmap |= DEPTH_RANGE_BIT;
}
if ((d3d_dev->active_viewport.dwX != 0) ||
(d3d_dev->active_viewport.dwY != 0) ||
(d3d_dev->active_viewport.dwWidth != d3d_dev->surface->surface_desc.dwWidth) ||
(d3d_dev->active_viewport.dwHeight != d3d_dev->surface->surface_desc.dwHeight)) {
glViewport(0, 0, d3d_dev->surface->surface_desc.dwWidth, d3d_dev->surface->surface_desc.dwHeight);
opt_bitmap |= VIEWPORT_BIT;
}
glScissor(pRect->left, d3d_dev->surface->surface_desc.dwHeight - pRect->bottom,
pRect->right - pRect->left, pRect->bottom - pRect->top);
if (gl_d3d_dev->lighting != FALSE) glDisable(GL_LIGHTING);
if (gl_d3d_dev->cull_face != FALSE) glDisable(GL_CULL_FACE);
if (use_alpha) {
if (gl_d3d_dev->alpha_test == FALSE) glEnable(GL_ALPHA_TEST);
if (((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) != 0x00) ||
((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]) != D3DCMP_GREATER)) {
glAlphaFunc(GL_GREATER, 0.0);
}
} else {
if (gl_d3d_dev->alpha_test != FALSE) glDisable(GL_ALPHA_TEST);
}
if (gl_d3d_dev->stencil_test != FALSE) glDisable(GL_STENCIL_TEST);
if (gl_d3d_dev->blending != FALSE) glDisable(GL_BLEND);
if (gl_d3d_dev->fogging != FALSE) glDisable(GL_FOG);
if (gl_d3d_dev->current_tex_env != GL_REPLACE)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
return opt_bitmap;
}
static void d3ddevice_restore_state_after_flush(IDirect3DDeviceImpl *d3d_dev, DWORD opt_bitmap, BOOLEAN use_alpha) {
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
/* And restore all the various states modified by this code */
if (gl_d3d_dev->depth_test != 0) glEnable(GL_DEPTH_TEST);
if (gl_d3d_dev->lighting != 0) glEnable(GL_LIGHTING);
if ((gl_d3d_dev->alpha_test != 0) && (use_alpha == 0))
glEnable(GL_ALPHA_TEST);
else if ((gl_d3d_dev->alpha_test == 0) && (use_alpha != 0))
glDisable(GL_ALPHA_TEST);
if (use_alpha) {
if (((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) != 0x00) ||
((d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]) != D3DCMP_GREATER)) {
glAlphaFunc(convert_D3D_compare_to_GL(d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAFUNC - 1]),
(d3d_dev->state_block.render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0);
}
}
if (gl_d3d_dev->stencil_test != 0) glEnable(GL_STENCIL_TEST);
if (gl_d3d_dev->cull_face != 0) glEnable(GL_CULL_FACE);
if (gl_d3d_dev->blending != 0) glEnable(GL_BLEND);
if (gl_d3d_dev->fogging != 0) glEnable(GL_FOG);
glDisable(GL_SCISSOR_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, gl_d3d_dev->current_tex_env);
if (opt_bitmap & DEPTH_RANGE_BIT) {
glDepthRange(d3d_dev->active_viewport.dvMinZ, d3d_dev->active_viewport.dvMaxZ);
}
if (opt_bitmap & VIEWPORT_BIT) {
glViewport(d3d_dev->active_viewport.dwX,
d3d_dev->surface->surface_desc.dwHeight - (d3d_dev->active_viewport.dwHeight + d3d_dev->active_viewport.dwY),
d3d_dev->active_viewport.dwWidth, d3d_dev->active_viewport.dwHeight);
}
if (d3d_dev->tex_mat_is_identity[0] == FALSE) {
d3d_dev->matrices_updated(d3d_dev, TEXMAT0_CHANGED);
}
/* This is a hack to prevent querying the current texture from GL. Basically, at the next
DrawPrimitive call, this will bind the correct texture to this stage. */
gl_d3d_dev->current_bound_texture[0] = (IDirectDrawSurfaceImpl *) 0x00000001;
if (d3d_dev->state_block.texture_stage_state[0][D3DTSS_COLOROP - 1] == D3DTOP_DISABLE) glDisable(GL_TEXTURE_2D);
}
static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCRECT pRect, IDirectDrawSurfaceImpl *surf) {
RECT loc_rect;
IDirect3DDeviceGLImpl* gl_d3d_dev = (IDirect3DDeviceGLImpl*) d3d_dev;
@ -3263,20 +3316,20 @@ static void d3ddevice_flush_to_frame_buffer(IDirect3DDeviceImpl *d3d_dev, LPCREC
return;
}
for (x = pRect->left; x < pRect->right; x += UNLOCK_TEX_SIZE) {
for (y = pRect->top; y < pRect->bottom; y += UNLOCK_TEX_SIZE) {
/* First, upload the texture... */
RECT flush_rect;
for (y = pRect->top; y < pRect->bottom; y += UNLOCK_TEX_SIZE) {
RECT flush_rect;
flush_rect.top = y;
flush_rect.bottom = (y + UNLOCK_TEX_SIZE > pRect->bottom) ? pRect->bottom : (y + UNLOCK_TEX_SIZE);
for (x = pRect->left; x < pRect->right; x += UNLOCK_TEX_SIZE) {
/* First, upload the texture... */
flush_rect.left = x;
flush_rect.top = y;
flush_rect.right = (x + UNLOCK_TEX_SIZE > pRect->right) ? pRect->right : (x + UNLOCK_TEX_SIZE);
flush_rect.bottom = (y + UNLOCK_TEX_SIZE > pRect->bottom) ? pRect->bottom : (y + UNLOCK_TEX_SIZE);
upload_surface_to_tex_memory(&flush_rect, 0, 0, &(gl_d3d_dev->surface_ptr));
glBegin(GL_QUADS);
glColor3ub(0xFF, 0xFF, 0xFF);
glTexCoord2f(0.0, 0.0);
glVertex3d(x, y, 0.5);
glTexCoord2f(1.0, 0.0);