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wined3d: Avoid redundant FBO binds.
Apparently this is an expensive operation for certain drivers, even if the binding doesn't actually change.
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@ -64,6 +64,30 @@ void context_bind_fbo(struct WineD3DContext *context, GLenum target, GLuint *fbo
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f = *fbo;
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}
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switch (target)
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{
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case GL_READ_FRAMEBUFFER_EXT:
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if (context->fbo_read_binding == f) return;
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context->fbo_read_binding = f;
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break;
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case GL_DRAW_FRAMEBUFFER_EXT:
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if (context->fbo_draw_binding == f) return;
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context->fbo_draw_binding = f;
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break;
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case GL_FRAMEBUFFER_EXT:
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if (context->fbo_read_binding == f
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&& context->fbo_draw_binding == f) return;
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context->fbo_read_binding = f;
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context->fbo_draw_binding = f;
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break;
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default:
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FIXME("Unhandled target %#x.\n", target);
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break;
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}
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GL_EXTCALL(glBindFramebufferEXT(target, f));
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checkGLcall("glBindFramebuffer()");
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}
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@ -1242,6 +1242,8 @@ struct WineD3DContext
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struct fbo_entry *current_fbo;
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GLuint src_fbo;
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GLuint dst_fbo;
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GLuint fbo_read_binding;
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GLuint fbo_draw_binding;
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/* Extension emulation */
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GLint gl_fog_source;
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