Mercurial > sdl-ios-xcode
changeset 5176:ebfedf3787b1
Standardized on using the managed texture pool.
Also experimented with dynamic textures, but didn't get any speed increase with them. More research and testing is needed.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 04 Feb 2011 12:25:26 -0800 |
parents | 51b4cfdf7ebb |
children | b9cf75615028 |
files | src/render/direct3d/SDL_d3drender.c |
diffstat | 1 files changed, 36 insertions(+), 76 deletions(-) [+] |
line wrap: on
line diff
--- a/src/render/direct3d/SDL_d3drender.c Fri Feb 04 12:24:28 2011 -0800 +++ b/src/render/direct3d/SDL_d3drender.c Fri Feb 04 12:25:26 2011 -0800 @@ -88,15 +88,6 @@ /* Direct3D renderer implementation */ -#if 1 -/* This takes more memory but you won't lose your texture data */ -#define D3DPOOL_SDL D3DPOOL_MANAGED -#define SDL_MEMORY_POOL_MANAGED -#else -#define D3DPOOL_SDL D3DPOOL_DEFAULT -#define SDL_MEMORY_POOL_DEFAULT -#endif - static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags); static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, @@ -144,7 +135,6 @@ typedef struct { - Uint32 format; IDirect3DTexture9 *texture; } D3D_TextureData; @@ -493,6 +483,8 @@ SDL_Window *window = renderer->window; D3DFORMAT display_format = renderdata->pparams.BackBufferFormat; D3D_TextureData *data; + D3DPOOL pool; + DWORD usage; HRESULT result; data = (D3D_TextureData *) SDL_calloc(1, sizeof(*data)); @@ -503,13 +495,22 @@ texture->driverdata = data; - data->format = texture->format; +#ifdef USE_DYNAMIC_TEXTURE + if (texture->access == SDL_TEXTUREACCESS_STREAMING) { + pool = D3DPOOL_DEFAULT; + usage = D3DUSAGE_DYNAMIC; + } else +#endif + { + pool = D3DPOOL_MANAGED; + usage = 0; + } result = IDirect3DDevice9_CreateTexture(renderdata->device, texture->w, - texture->h, 1, 0, - PixelFormatToD3DFMT(data->format), - D3DPOOL_SDL, &data->texture, NULL); + texture->h, 1, usage, + PixelFormatToD3DFMT(texture->format), + pool, &data->texture, NULL); if (FAILED(result)) { D3D_SetError("CreateTexture()", result); return -1; @@ -524,9 +525,6 @@ { D3D_TextureData *data = (D3D_TextureData *) texture->driverdata; D3D_RenderData *renderdata = (D3D_RenderData *) renderer->driverdata; - -#ifdef SDL_MEMORY_POOL_DEFAULT - IDirect3DTexture9 *temp; RECT d3drect; D3DLOCKED_RECT locked; const Uint8 *src; @@ -534,62 +532,21 @@ int row, length; HRESULT result; - result = - IDirect3DDevice9_CreateTexture(renderdata->device, texture->w, - texture->h, 1, 0, - PixelFormatToD3DFMT(texture-> format), - D3DPOOL_SYSTEMMEM, &temp, NULL); - if (FAILED(result)) { - D3D_SetError("CreateTexture()", result); - return -1; - } - - d3drect.left = rect->x; - d3drect.right = rect->x + rect->w; - d3drect.top = rect->y; - d3drect.bottom = rect->y + rect->h; - - result = IDirect3DTexture9_LockRect(temp, 0, &locked, &d3drect, 0); - if (FAILED(result)) { - IDirect3DTexture9_Release(temp); - D3D_SetError("LockRect()", result); - return -1; +#ifdef USE_DYNAMIC_TEXTURE + if (texture->access == SDL_TEXTUREACCESS_STREAMING && + rect->x == 0 && rect->y == 0 && + rect->w == texture->w && rect->h == texture->h) { + result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, NULL, D3DLOCK_DISCARD); + } else +#endif + { + d3drect.left = rect->x; + d3drect.right = rect->x + rect->w; + d3drect.top = rect->y; + d3drect.bottom = rect->y + rect->h; + result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0); } - src = pixels; - dst = locked.pBits; - length = rect->w * SDL_BYTESPERPIXEL(texture->format); - for (row = 0; row < rect->h; ++row) { - SDL_memcpy(dst, src, length); - src += pitch; - dst += locked.Pitch; - } - IDirect3DTexture9_UnlockRect(temp, 0); - - result = - IDirect3DDevice9_UpdateTexture(renderdata->device, - (IDirect3DBaseTexture9 *) temp, - (IDirect3DBaseTexture9 *) - data->texture); - IDirect3DTexture9_Release(temp); - if (FAILED(result)) { - D3D_SetError("UpdateTexture()", result); - return -1; - } -#else - RECT d3drect; - D3DLOCKED_RECT locked; - const Uint8 *src; - Uint8 *dst; - int row, length; - HRESULT result; - - d3drect.left = rect->x; - d3drect.right = rect->x + rect->w; - d3drect.top = rect->y; - d3drect.bottom = rect->y + rect->h; - - result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0); if (FAILED(result)) { D3D_SetError("LockRect()", result); return -1; @@ -598,13 +555,16 @@ src = pixels; dst = locked.pBits; length = rect->w * SDL_BYTESPERPIXEL(texture->format); - for (row = 0; row < rect->h; ++row) { - SDL_memcpy(dst, src, length); - src += pitch; - dst += locked.Pitch; + if (length == pitch && length == locked.Pitch) { + SDL_memcpy(dst, src, length*rect->h); + } else { + for (row = 0; row < rect->h; ++row) { + SDL_memcpy(dst, src, length); + src += pitch; + dst += locked.Pitch; + } } IDirect3DTexture9_UnlockRect(data->texture, 0); -#endif // SDL_MEMORY_POOL_DEFAULT return 0; }