On 02/07/2013 01:13 PM, Marek Olšák wrote:
This commit allows using glGetTexImage during rendering and still
maintain interactive framerates.
This improves performance of WarCraft 3 under Wine. The framerate is improved
from 25 fps to 39 fps in the main menu, and from 0.5 fps to 32 fps in the game.
---
src/mesa/state_tracker/st_cb_texture.c | 201 ++++++++++++++++++++++++--------
src/mesa/state_tracker/st_format.c | 1 -
2 files changed, 153 insertions(+), 49 deletions(-)
diff --git a/src/mesa/state_tracker/st_cb_texture.c
b/src/mesa/state_tracker/st_cb_texture.c
index ab5ff27..3b6a9bb 100644
--- a/src/mesa/state_tracker/st_cb_texture.c
+++ b/src/mesa/state_tracker/st_cb_texture.c
@@ -560,15 +560,52 @@ st_CompressedTexImage(struct gl_context *ctx, GLuint dims,
}
+static enum pipe_format
+choose_matching_format(struct pipe_screen *screen, unsigned bind,
+ GLenum format, GLenum type, GLboolean swapBytes)
+{
+ gl_format mesa_format;
+
+ for (mesa_format = 1; mesa_format< MESA_FORMAT_COUNT; mesa_format++) {
+ if (_mesa_get_format_color_encoding(mesa_format) == GL_SRGB) {
+ continue;
+ }
+
+ if (_mesa_format_matches_format_and_type(mesa_format, format, type,
+ swapBytes)) {
+ enum pipe_format format = st_mesa_format_to_pipe_format(mesa_format);
+
+ if (format&&
+ screen->is_format_supported(screen, format, PIPE_TEXTURE_2D, 0,
+ bind)) {
+ return format;
+ }
+ /* It's unlikely to find 2 matching Mesa formats. */
+ break;
+ }
+ }
+ return PIPE_FORMAT_NONE;
+}
This seems like kind of an inefficient function. If we find that the
app is calling glGetTexImage() over and over with the same
format/type, perhaps we could cache the result of this function to
avoid calling it the next time. Maybe that's not a big deal though.
The st_cb_drawpixels.c file has some similar code that tries to find a
pipe_format that matches a GL format/type combo. Your new code is
more sophisticated. Maybe it could be used for glDrawPixels too.
[...]
Otherwise, this all looks good to me.
Reviewed-by: Brian Paul <bri...@vmware.com>
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