I can't find any regression in D3D apps.

Mirek

Stefan Dösinger napsal(a):
Hi,
I have a patch which fixes the performance problems introduced with c0782603d09807c6ca506948bb4a814a73430184 . I am sure that the patch is correct, but I have the bad feeling that it brings up a few other bugs, so I send it to wine-devel for testing first.

It only reallocates surfaces when they are either new or the description was changed.

Thanks,
Stefan


------------------------------------------------------------------------

From 1b63bacd9e38ab514917aaa61c3abf0a2eca0896 Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <[EMAIL PROTECTED]>
Date: Sun, 22 Apr 2007 02:02:29 +0200
Subject: [PATCH] WineD3D: Do not allocate surfaces unless needed

---
 dlls/wined3d/surface.c         |   20 ++++++++++++++++----
 dlls/wined3d/wined3d_private.h |    1 +
 2 files changed, 17 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 4067ac8..909ee84 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -236,6 +236,8 @@ static void surface_allocate_surface(IWineD3DSurfaceImpl 
*This, GLenum internal,
         checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
     }
     LEAVE_GL();
+
+    This->Flags |= SFLAG_ALLOCATED;
 }
/* In D3D the depth stencil dimensions have to be greater than or equal to the
@@ -556,6 +558,7 @@ void WINAPI 
IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT te
     }
     This->glDescription.textureName = textureName;
     This->glDescription.target      = target;
+    This->Flags &= ~SFLAG_ALLOCATED;
 }
void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
@@ -1903,8 +1906,10 @@ static HRESULT WINAPI 
IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
             glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
             vcheckGLcall("glReadBuffer");
- surface_allocate_surface(This, internal, This->pow2Width,
-                                     This->pow2Height, format, type);
+            if(!(This->Flags & SFLAG_ALLOCATED)) {
+                surface_allocate_surface(This, internal, This->pow2Width,
+                                         This->pow2Height, format, type);
+            }
glCopyTexSubImage2D(This->glDescription.target,
                                 This->glDescription.level,
@@ -1969,7 +1974,9 @@ static HRESULT WINAPI 
IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
         TRACE("non power of two support\n");
-        surface_allocate_surface(This, internal, This->pow2Width, 
This->pow2Height, format, type);
+        if(!(This->Flags & SFLAG_ALLOCATED)) {
+            surface_allocate_surface(This, internal, This->pow2Width, 
This->pow2Height, format, type);
+        }
         if (mem) {
             surface_upload_data(This, This->currentDesc.Width, 
This->currentDesc.Height, format, type, mem);
         }
@@ -1977,7 +1984,9 @@ static HRESULT WINAPI 
IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
         /* When making the realloc conditional, keep in mind that 
GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
          * changed. So also keep track of memory changes. In this case the 
texture has to be reallocated
          */
-        surface_allocate_surface(This, internal, This->glRect.right - 
This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
+        if(!(This->Flags & SFLAG_ALLOCATED)) {
+            surface_allocate_surface(This, internal, This->glRect.right - 
This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
+        }
         if (mem) {
             surface_upload_data(This, This->glRect.right - This->glRect.left, 
This->glRect.bottom - This->glRect.top, format, type, mem);
         }
@@ -2241,6 +2250,7 @@ HRESULT WINAPI 
IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORM
     }
This->Flags |= (WINED3DFMT_D16_LOCKABLE == format) ? SFLAG_LOCKABLE : 0;
+    This->Flags &= ~SFLAG_ALLOCATED;
This->resource.format = format; @@ -2291,6 +2301,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) { /* For client textures opengl has to be notified */
         if(This->Flags & SFLAG_CLIENT) {
+            This->Flags &= ~SFLAG_ALLOCATED;
             IWineD3DSurface_PreLoad(iface);
             /* And hope that the app behaves correctly and did not free the 
old surface memory before setting a new pointer */
         }
@@ -2303,6 +2314,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface 
*iface, void *Mem) {
         This->Flags &= ~SFLAG_USERPTR;
if(This->Flags & SFLAG_CLIENT) {
+            This->Flags &= ~SFLAG_ALLOCATED;
             /* This respecifies an empty texture and opengl knows that the old 
memory is gone */
             IWineD3DSurface_PreLoad(iface);
         }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 3de938a..835a7ec 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1131,6 +1131,7 @@ HRESULT WINAPI 
IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *S
 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory 
for this surface */
 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a 
color key */
 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on 
that texture */
+#define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this 
surface */
/* In some conditions the surface memory must not be freed:
  * SFLAG_OVERSIZE: Not all data can be kept in GL


------------------------------------------------------------------------




Reply via email to