wined3d: Improve float constant loading a bit.
- Use a list to keep track of what constants are set. - Move TRACEs and checkGLcall calls out of the main constant loading loop.
This commit is contained in:
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49f4c68e29
commit
09eb0c40a6
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@ -8,6 +8,7 @@
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* Copyright 2005 Oliver Stieber
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* Copyright 2006 Ivan Gyurdiev
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* Copyright 2006 Jason Green
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* Copyright 2006 Henri Verbeet
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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@ -41,48 +42,57 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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/**
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* Loads floating point constants into the currently set ARB_vertex/fragment_program.
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* When @constants_set == NULL, it will load all the constants.
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* When constant_list == NULL, it will load all the constants.
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*
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* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
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* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
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*/
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void shader_arb_load_constantsF(
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IWineD3DBaseShaderImpl* This,
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WineD3D_GL_Info *gl_info,
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GLuint target_type,
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unsigned max_constants,
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float* constants,
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BOOL* constants_set) {
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static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
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unsigned int max_constants, float* constants, struct list *constant_list) {
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constant_entry *constant;
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local_constant* lconst;
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int i;
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struct list* ptr;
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for (i=0; i<max_constants; ++i) {
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if (NULL == constants_set || constants_set[i]) {
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if (!constant_list) {
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if (TRACE_ON(d3d_shader)) {
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for (i = 0; i < max_constants; ++i) {
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TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
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constants[i * 4 + 0], constants[i * 4 + 1],
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constants[i * 4 + 2], constants[i * 4 + 3]);
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GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, &constants[i * 4]));
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checkGLcall("glProgramEnvParameter4fvARB");
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}
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}
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for (i = 0; i < max_constants; ++i) {
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GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
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}
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checkGLcall("glProgramEnvParameter4fvARB()");
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} else {
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if (TRACE_ON(d3d_shader)) {
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LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
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i = constant->idx;
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TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
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constants[i * 4 + 0], constants[i * 4 + 1],
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constants[i * 4 + 2], constants[i * 4 + 3]);
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}
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}
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LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
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i = constant->idx;
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GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
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}
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checkGLcall("glProgramEnvParameter4fvARB()");
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}
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/* Load immediate constants */
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ptr = list_head(&This->baseShader.constantsF);
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while (ptr) {
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local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
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unsigned int idx = lconst->idx;
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GLfloat* values = (GLfloat*) lconst->value;
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TRACE("Loading local constants %i: %f, %f, %f, %f\n", idx,
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if (TRACE_ON(d3d_shader)) {
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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GLfloat* values = (GLfloat*)lconst->value;
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TRACE("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
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values[0], values[1], values[2], values[3]);
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GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, idx, values));
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checkGLcall("glProgramEnvParameter4fvARB");
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ptr = list_next(&This->baseShader.constantsF, ptr);
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}
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}
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
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}
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checkGLcall("glProgramEnvParameter4fvARB()");
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}
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/**
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@ -116,7 +126,7 @@ void shader_arb_load_constants(
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shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
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GL_LIMITS(vshader_constantsF),
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stateBlock->vertexShaderConstantF,
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stateBlock->set.vertexShaderConstantsF);
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&stateBlock->set_vconstantsF);
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}
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if (usePixelShader) {
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@ -127,7 +137,7 @@ void shader_arb_load_constants(
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shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
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GL_LIMITS(pshader_constantsF),
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stateBlock->pixelShaderConstantF,
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stateBlock->set.pixelShaderConstantsF);
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&stateBlock->set_pconstantsF);
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}
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}
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@ -4882,9 +4882,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
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srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
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for (i = start; i < cnt + start; ++i) {
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This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
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if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
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constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
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ptr->idx = i;
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list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
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This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
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}
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This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
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}
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return WINED3D_OK;
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}
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@ -5064,9 +5069,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
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srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
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for (i = start; i < cnt + start; ++i) {
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This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
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if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
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constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
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ptr->idx = i;
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list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
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This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
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}
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This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
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}
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return WINED3D_OK;
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}
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@ -76,49 +76,77 @@ void shader_glsl_load_psamplers(
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/**
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* Loads floating point constants (aka uniforms) into the currently set GLSL program.
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* When @constants_set == NULL, it will load all the constants.
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* When constant_list == NULL, it will load all the constants.
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*/
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void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
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static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
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unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
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BOOL* constants_set) {
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struct list *constant_list) {
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local_constant* lconst;
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GLhandleARB tmp_loc;
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int i;
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struct list* ptr;
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for (i=0; i<max_constants; ++i) {
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if (NULL == constants_set || constants_set[i]) {
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if (!constant_list) {
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if (TRACE_ON(d3d_shader)) {
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for (i = 0; i < max_constants; ++i) {
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tmp_loc = constant_locations[i];
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if (tmp_loc != -1) {
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TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
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constants[i * 4 + 0], constants[i * 4 + 1],
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constants[i * 4 + 2], constants[i * 4 + 3]);
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}
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}
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}
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for (i = 0; i < max_constants; ++i) {
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tmp_loc = constant_locations[i];
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, &constants[i * 4]));
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checkGLcall("glUniform4fvARB");
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
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}
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}
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checkGLcall("glUniform4fvARB()");
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} else {
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constant_entry *constant;
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if (TRACE_ON(d3d_shader)) {
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LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
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i = constant->idx;
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tmp_loc = constant_locations[i];
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if (tmp_loc != -1) {
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TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
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constants[i * 4 + 0], constants[i * 4 + 1],
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constants[i * 4 + 2], constants[i * 4 + 3]);
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}
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}
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}
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LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
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i = constant->idx;
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tmp_loc = constant_locations[i];
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
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}
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}
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checkGLcall("glUniform4fvARB()");
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}
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/* Load immediate constants */
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ptr = list_head(&This->baseShader.constantsF);
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while (ptr) {
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local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
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unsigned int idx = lconst->idx;
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GLfloat* values = (GLfloat*) lconst->value;
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TRACE("Loading local constants %i: %f, %f, %f, %f\n", idx,
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if (TRACE_ON(d3d_shader)) {
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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tmp_loc = constant_locations[lconst->idx];
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if (tmp_loc != -1) {
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GLfloat* values = (GLfloat*)lconst->value;
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TRACE("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
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values[0], values[1], values[2], values[3]);
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tmp_loc = constant_locations[idx];
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}
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}
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}
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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tmp_loc = constant_locations[lconst->idx];
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, values));
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checkGLcall("glUniform4fvARB");
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GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
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}
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ptr = list_next(&This->baseShader.constantsF, ptr);
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}
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checkGLcall("glUniform4fvARB()");
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}
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/**
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@ -248,6 +276,7 @@ void shader_glsl_load_constants(
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IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
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WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)stateBlock->wineD3DDevice->wineD3D)->gl_info;
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GLhandleARB *constant_locations;
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struct list *constant_list;
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GLhandleARB programId;
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if (!stateBlock->glsl_program) {
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(IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration;
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constant_locations = stateBlock->glsl_program->vuniformF_locations;
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constant_list = &stateBlock->set_vconstantsF;
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if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
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/* Load DirectX 8 float constants/uniforms for vertex shader */
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@ -273,7 +303,7 @@ void shader_glsl_load_constants(
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/* Load DirectX 9 float constants/uniforms for vertex shader */
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shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
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stateBlock->vertexShaderConstantF, constant_locations, stateBlock->set.vertexShaderConstantsF);
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stateBlock->vertexShaderConstantF, constant_locations, constant_list);
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/* Load DirectX 9 integer constants/uniforms for vertex shader */
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shader_glsl_load_constantsI(vshader, gl_info, programId, MAX_CONST_I,
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@ -291,13 +321,14 @@ void shader_glsl_load_constants(
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IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
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constant_locations = stateBlock->glsl_program->puniformF_locations;
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constant_list = &stateBlock->set_pconstantsF;
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/* Load pixel shader samplers */
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shader_glsl_load_psamplers(gl_info, iface);
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/* Load DirectX 9 float constants/uniforms for pixel shader */
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shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
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stateBlock->pixelShaderConstantF, constant_locations, stateBlock->set.pixelShaderConstantsF);
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stateBlock->pixelShaderConstantF, constant_locations, constant_list);
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/* Load DirectX 9 integer constants/uniforms for pixel shader */
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shader_glsl_load_constantsI(pshader, gl_info, programId, MAX_CONST_I,
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@ -53,6 +53,9 @@ HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
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object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
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WINED3D_MEMCHECK(object->changed.vertexShaderConstantsF);
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list_init(&object->set_vconstantsF);
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list_init(&object->set_pconstantsF);
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#undef WINED3D_MEMCHECK
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return WINED3D_OK;
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@ -225,6 +228,8 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
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if (!refCount) {
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constant_entry *constant, *constant2;
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/* type 0 represents the primary stateblock, so free all the resources */
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if (This->blockType == WINED3DSBT_INIT) {
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int counter;
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@ -274,6 +279,14 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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HeapFree(GetProcessHeap(), 0, This->set.pixelShaderConstantsF);
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HeapFree(GetProcessHeap(), 0, This->changed.pixelShaderConstantsF);
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LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_vconstantsF, constant_entry, entry) {
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HeapFree(GetProcessHeap(), 0, constant);
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}
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LIST_FOR_EACH_ENTRY_SAFE(constant, constant2, &This->set_pconstantsF, constant_entry, entry) {
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HeapFree(GetProcessHeap(), 0, constant);
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}
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HeapFree(GetProcessHeap(), 0, This);
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}
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return refCount;
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@ -1040,6 +1040,11 @@ typedef struct SAVEDSTATES {
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BOOL *vertexShaderConstantsF;
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} SAVEDSTATES;
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typedef struct {
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struct list entry;
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int idx;
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} constant_entry;
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struct IWineD3DStateBlockImpl
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{
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/* IUnknown fields */
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@ -1054,6 +1059,8 @@ struct IWineD3DStateBlockImpl
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/* Array indicating whether things have been set or changed */
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SAVEDSTATES changed;
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SAVEDSTATES set;
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struct list set_vconstantsF;
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struct list set_pconstantsF;
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/* Drawing - Vertex Shader or FVF related */
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DWORD fvf;
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