Minimizes render target changes

TRAC #12154 This patch reduces calls to SetRenderTarget. Signed-off-by: Nicolas Capens Signed-off-by: Daniel Koch Author: Shannon Woods git-svn-id: https://angleproject.googlecode.com/svn/trunk@259 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 9c502882
......@@ -36,7 +36,10 @@ namespace gl
Context::Context(const egl::Config *config)
: mConfig(config)
{
mAppliedRenderTargetSerial = 0;
setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
mState.depthClearValue = 1.0f;
mState.stencilClearValue = 0;
......@@ -276,10 +279,14 @@ void Context::makeCurrent(egl::Display *display, egl::Surface *surface)
mPsProfile = "ps_2_0";
mVsProfile = "vs_2_0";
}
markAllStateDirty();
}
// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
void Context::markAllStateDirty()
{
mAppliedRenderTargetSerial = 0;
mAppliedProgram = 0;
}
......@@ -1482,6 +1489,7 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
bool Context::applyRenderTarget(bool ignoreViewport)
{
IDirect3DDevice9 *device = getDevice();
Framebuffer *framebufferObject = getFramebuffer();
if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
......@@ -1494,7 +1502,13 @@ bool Context::applyRenderTarget(bool ignoreViewport)
IDirect3DSurface9 *renderTarget = framebufferObject->getRenderTarget();
IDirect3DSurface9 *depthStencil = framebufferObject->getDepthStencil();
device->SetRenderTarget(0, renderTarget);
unsigned int renderTargetSerial = framebufferObject->getRenderTargetSerial();
if (renderTargetSerial != mAppliedRenderTargetSerial)
{
device->SetRenderTarget(0, renderTarget);
mAppliedRenderTargetSerial = renderTargetSerial;
}
device->SetDepthStencilSurface(depthStencil);
D3DVIEWPORT9 viewport;
......
......@@ -445,6 +445,7 @@ class Context
bool mHasBeenCurrent;
unsigned int mAppliedProgram;
unsigned int mAppliedRenderTargetSerial;
const char *mPsProfile;
const char *mVsProfile;
......
......@@ -92,6 +92,18 @@ void Framebuffer::detachRenderbuffer(GLuint renderbuffer)
}
}
unsigned int Framebuffer::getRenderTargetSerial()
{
Renderbuffer *colorbuffer = getColorbuffer();
if (colorbuffer)
{
return colorbuffer->getSerial();
}
return 0;
}
IDirect3DSurface9 *Framebuffer::getRenderTarget()
{
Renderbuffer *colorbuffer = getColorbuffer();
......
......@@ -39,6 +39,8 @@ class Framebuffer
IDirect3DSurface9 *getRenderTarget();
IDirect3DSurface9 *getDepthStencil();
unsigned int getRenderTargetSerial();
Colorbuffer *getColorbuffer();
Depthbuffer *getDepthbuffer();
Stencilbuffer *getStencilbuffer();
......
......@@ -15,11 +15,14 @@
namespace gl
{
unsigned int Renderbuffer::mCurrentSerial = 1;
Renderbuffer::Renderbuffer()
{
mWidth = 0;
mHeight = 0;
mFormat = GL_RGBA4; // default format, needs to be one of the expected renderbuffer formats
mSerial = issueSerial();
}
Renderbuffer::~Renderbuffer()
......@@ -66,6 +69,16 @@ GLenum Renderbuffer::getFormat()
return mFormat;
}
unsigned int Renderbuffer::getSerial() const
{
return mSerial;
}
unsigned int Renderbuffer::issueSerial()
{
return mCurrentSerial++;
}
Colorbuffer::Colorbuffer(IDirect3DSurface9 *renderTarget) : mRenderTarget(renderTarget)
{
if (renderTarget)
......@@ -78,6 +91,7 @@ Colorbuffer::Colorbuffer(IDirect3DSurface9 *renderTarget) : mRenderTarget(render
mWidth = description.Width;
mHeight = description.Height;
}
}
Colorbuffer::Colorbuffer(int width, int height, GLenum format)
......
......@@ -36,14 +36,20 @@ class Renderbuffer
int getWidth();
int getHeight();
GLenum getFormat();
unsigned int getSerial() const;
static unsigned int issueSerial();
protected:
int mWidth;
int mHeight;
GLenum mFormat;
unsigned int mSerial;
private:
DISALLOW_COPY_AND_ASSIGN(Renderbuffer);
static unsigned int mCurrentSerial;
};
class Colorbuffer : public Renderbuffer
......
......@@ -69,7 +69,8 @@ class Texture
class TextureColorbufferProxy : public Colorbuffer
{
public:
TextureColorbufferProxy(Texture *texture, GLenum target); // target is a 2D-like texture target (GL_TEXTURE_2D or one of the cube face targets)
TextureColorbufferProxy(Texture *texture, GLenum target);
// target is a 2D-like texture target (GL_TEXTURE_2D or one of the cube face targets)
virtual IDirect3DSurface9 *getRenderTarget();
......
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