wined3d: Implement a different constant dirtification algorithm.

Add a new property of the shader backend which indicates whether the
shader backend is able to dirtify single constants rather than
dirtifying vshader and pshader constants as a whole. Depending on this
a different Set*ConstantF implementation is used which marks constants
dirty. The ARB shader backend uses this and marks constants clean
after uploading.
This commit is contained in:
Stefan Dösinger 2008-03-04 02:30:23 +01:00 committed by Alexandre Julliard
parent 1dca65607b
commit 107e80a79c
7 changed files with 314 additions and 49 deletions

View File

@ -48,60 +48,51 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
*/
static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
unsigned int max_constants, float* constants, struct list *constant_list) {
constants_entry *constant;
static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
unsigned int max_constants, float* constants, char *dirty_consts) {
local_constant* lconst;
DWORD i, j, k;
DWORD *idx;
DWORD i, j;
unsigned int ret;
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
idx = constant->idx;
j = constant->count;
while (j--) {
i = *idx++;
TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
for(i = 0; i < max_constants; i++) {
if(!dirty_consts[i]) continue;
TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
constants[i * 4 + 0], constants[i * 4 + 1],
constants[i * 4 + 2], constants[i * 4 + 3]);
}
}
}
/* In 1.X pixel shaders constants are implicitly clamped in the range [-1;1] */
if(target_type == GL_FRAGMENT_PROGRAM_ARB &&
WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
float lcl_const[4];
LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
idx = constant->idx;
j = constant->count;
while (j--) {
i = *idx++;
k = i * 4;
if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
else if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
else lcl_const[0] = constants[k + 0];
for(i = 0; i < max_constants; i++) {
if(!dirty_consts[i]) continue;
dirty_consts[i] = 0;
if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
else if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
else lcl_const[1] = constants[k + 1];
j = 4 * i;
if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
else lcl_const[0] = constants[j + 0];
if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
else if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
else lcl_const[2] = constants[k + 2];
if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
else lcl_const[1] = constants[j + 1];
if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
else if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
else lcl_const[3] = constants[k + 3];
if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
else lcl_const[2] = constants[j + 2];
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
}
if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
else lcl_const[3] = constants[j + 3];
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
}
} else {
LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
idx = constant->idx;
j = constant->count;
while (j--) {
i = *idx++;
for(i = 0; i < max_constants; i++) {
if(dirty_consts[i]) {
dirty_consts[i] = 0;
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, constants + (i * 4)));
}
}
@ -117,10 +108,14 @@ static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_
}
}
/* Immediate constants are clamped for 1.X shaders at loading times */
ret = 0;
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
dirty_consts[lconst->idx] = 1; /* Dirtify so the non-immediate constant overwrites it next time */
ret = max(ret, lconst->idx);
GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, lconst->idx, (GLfloat*)lconst->value));
}
checkGLcall("glProgramEnvParameter4fvARB()");
return ret;
}
/**
@ -142,10 +137,11 @@ void shader_arb_load_constants(
IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
/* Load DirectX 9 float constants for vertex shader */
shader_arb_load_constantsF(vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
GL_LIMITS(vshader_constantsF),
stateBlock->vertexShaderConstantF,
&stateBlock->set_vconstantsF);
deviceImpl->highest_dirty_vs_const = shader_arb_load_constantsF(
vshader, gl_info, GL_VERTEX_PROGRAM_ARB,
deviceImpl->highest_dirty_vs_const,
stateBlock->vertexShaderConstantF,
deviceImpl->activeContext->vshader_const_dirty);
/* Upload the position fixup */
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, ARB_SHADER_PRIVCONST_POS, deviceImpl->posFixup));
@ -157,10 +153,12 @@ void shader_arb_load_constants(
IWineD3DPixelShaderImpl *psi = (IWineD3DPixelShaderImpl *) pshader;
/* Load DirectX 9 float constants for pixel shader */
shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
GL_LIMITS(pshader_constantsF),
stateBlock->pixelShaderConstantF,
&stateBlock->set_pconstantsF);
deviceImpl->highest_dirty_ps_const = shader_arb_load_constantsF(
pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
deviceImpl->highest_dirty_ps_const,
stateBlock->pixelShaderConstantF,
deviceImpl->activeContext->pshader_const_dirty);
if(((IWineD3DPixelShaderImpl *) pshader)->bumpenvmatconst != -1) {
/* needsbumpmat stores the stage number from where to load the matrix. bumpenvmatconst stores the
* number of the constant to load the matrix into.
@ -177,6 +175,7 @@ void shader_arb_load_constants(
*/
float *scale = (float *) &stateBlock->textureState[(int) psi->needsbumpmat][WINED3DTSS_BUMPENVLSCALE];
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst, scale));
deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst] = 1;
}
}
if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
@ -200,6 +199,9 @@ void shader_arb_load_constants(
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison));
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low));
checkGLcall("Load sRGB correction constants\n");
deviceImpl->activeContext->pshader_const_dirty[psi->srgb_low_const] = 1;
deviceImpl->activeContext->pshader_const_dirty[psi->srgb_cmp_const] = 1;
}
}
}
@ -1769,6 +1771,10 @@ static void shader_arb_free(IWineD3DDevice *iface) {
HeapFree(GetProcessHeap(), 0, This->shader_priv);
}
static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
return TRUE;
}
const shader_backend_t arb_program_shader_backend = {
&shader_arb_select,
&shader_arb_select_depth_blt,
@ -1778,6 +1784,7 @@ const shader_backend_t arb_program_shader_backend = {
&shader_arb_color_correction,
&shader_arb_destroy,
&shader_arb_alloc,
&shader_arb_free
&shader_arb_free,
&shader_arb_dirty_const
};

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@ -1104,6 +1104,7 @@ static void shader_none_color_correction(SHADER_OPCODE_ARG* arg) {}
static void shader_none_destroy(IWineD3DBaseShader *iface) {}
static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
static void shader_none_free(IWineD3DDevice *iface) {}
static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
const shader_backend_t none_shader_backend = {
&shader_none_select,
@ -1114,7 +1115,8 @@ const shader_backend_t none_shader_backend = {
&shader_none_color_correction,
&shader_none_destroy,
&shader_none_alloc,
&shader_none_free
&shader_none_free,
&shader_none_dirty_const
};
/* *******************************************

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@ -326,6 +326,17 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
ret->surface = (IWineD3DSurface *) target;
ret->isPBuffer = create_pbuffer;
ret->tid = GetCurrentThreadId();
if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
/* Create the dirty constants array and initialize them to dirty */
ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
memset(ret->vshader_const_dirty, 1,
sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
memset(ret->pshader_const_dirty, 1,
sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
}
TRACE("Successfully created new context %p\n", ret);
@ -478,6 +489,8 @@ void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
} else ReleaseDC(context->win_handle, context->hdc);
pwglDeleteContext(context->glCtx);
HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
RemoveContextFromArray(This, context);
}
@ -900,6 +913,14 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
ERR("Failed to activate the new context\n");
}
}
if(This->activeContext->vshader_const_dirty) {
memset(This->activeContext->vshader_const_dirty, 1,
sizeof(This->activeContext->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
}
if(This->activeContext->pshader_const_dirty) {
memset(This->activeContext->pshader_const_dirty, 1,
sizeof(This->activeContext->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
}
This->activeContext = context;
}

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@ -2116,6 +2116,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
if(wined3d_settings.logo) {
IWineD3DDeviceImpl_LoadLogo(This, wined3d_settings.logo);
}
This->highest_dirty_ps_const = 0;
This->highest_dirty_vs_const = 0;
return WINED3D_OK;
err_out:
@ -3450,6 +3452,41 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF_DirtyConst(
IWineD3DDevice *iface,
UINT start,
CONST float *srcData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count);
/* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
if(TRACE_ON(d3d)) {
for (i = 0; i < count; i++)
TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
}
/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
* context. On a context switch the old context will be fully dirtified
*/
memset(This->activeContext->vshader_const_dirty + start, 1,
sizeof(*This->activeContext->vshader_const_dirty) * count);
This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start+count);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
IWineD3DDevice *iface,
UINT start,
@ -3843,6 +3880,41 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst(
IWineD3DDevice *iface,
UINT start,
CONST float *srcData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count);
/* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
return WINED3DERR_INVALIDCALL;
memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
if(TRACE_ON(d3d)) {
for (i = 0; i < count; i++)
TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
}
/* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
* context. On a context switch the old context will be fully dirtified
*/
memset(This->activeContext->pshader_const_dirty + start, 1,
sizeof(*This->activeContext->pshader_const_dirty) * count);
This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start+count);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
IWineD3DDevice *iface,
UINT start,
@ -7423,6 +7495,151 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
IWineD3DDeviceImpl_EnumResources
};
const IWineD3DDeviceVtbl IWineD3DDevice_DirtyConst_Vtbl =
{
/*** IUnknown methods ***/
IWineD3DDeviceImpl_QueryInterface,
IWineD3DDeviceImpl_AddRef,
IWineD3DDeviceImpl_Release,
/*** IWineD3DDevice methods ***/
IWineD3DDeviceImpl_GetParent,
/*** Creation methods**/
IWineD3DDeviceImpl_CreateVertexBuffer,
IWineD3DDeviceImpl_CreateIndexBuffer,
IWineD3DDeviceImpl_CreateStateBlock,
IWineD3DDeviceImpl_CreateSurface,
IWineD3DDeviceImpl_CreateTexture,
IWineD3DDeviceImpl_CreateVolumeTexture,
IWineD3DDeviceImpl_CreateVolume,
IWineD3DDeviceImpl_CreateCubeTexture,
IWineD3DDeviceImpl_CreateQuery,
IWineD3DDeviceImpl_CreateAdditionalSwapChain,
IWineD3DDeviceImpl_CreateVertexDeclaration,
IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
IWineD3DDeviceImpl_CreateVertexShader,
IWineD3DDeviceImpl_CreatePixelShader,
IWineD3DDeviceImpl_CreatePalette,
/*** Odd functions **/
IWineD3DDeviceImpl_Init3D,
IWineD3DDeviceImpl_Uninit3D,
IWineD3DDeviceImpl_SetFullscreen,
IWineD3DDeviceImpl_SetMultithreaded,
IWineD3DDeviceImpl_EvictManagedResources,
IWineD3DDeviceImpl_GetAvailableTextureMem,
IWineD3DDeviceImpl_GetBackBuffer,
IWineD3DDeviceImpl_GetCreationParameters,
IWineD3DDeviceImpl_GetDeviceCaps,
IWineD3DDeviceImpl_GetDirect3D,
IWineD3DDeviceImpl_GetDisplayMode,
IWineD3DDeviceImpl_SetDisplayMode,
IWineD3DDeviceImpl_GetHWND,
IWineD3DDeviceImpl_SetHWND,
IWineD3DDeviceImpl_GetNumberOfSwapChains,
IWineD3DDeviceImpl_GetRasterStatus,
IWineD3DDeviceImpl_GetSwapChain,
IWineD3DDeviceImpl_Reset,
IWineD3DDeviceImpl_SetDialogBoxMode,
IWineD3DDeviceImpl_SetCursorProperties,
IWineD3DDeviceImpl_SetCursorPosition,
IWineD3DDeviceImpl_ShowCursor,
IWineD3DDeviceImpl_TestCooperativeLevel,
/*** Getters and setters **/
IWineD3DDeviceImpl_SetClipPlane,
IWineD3DDeviceImpl_GetClipPlane,
IWineD3DDeviceImpl_SetClipStatus,
IWineD3DDeviceImpl_GetClipStatus,
IWineD3DDeviceImpl_SetCurrentTexturePalette,
IWineD3DDeviceImpl_GetCurrentTexturePalette,
IWineD3DDeviceImpl_SetDepthStencilSurface,
IWineD3DDeviceImpl_GetDepthStencilSurface,
IWineD3DDeviceImpl_SetFVF,
IWineD3DDeviceImpl_GetFVF,
IWineD3DDeviceImpl_SetGammaRamp,
IWineD3DDeviceImpl_GetGammaRamp,
IWineD3DDeviceImpl_SetIndices,
IWineD3DDeviceImpl_GetIndices,
IWineD3DDeviceImpl_SetBaseVertexIndex,
IWineD3DDeviceImpl_GetBaseVertexIndex,
IWineD3DDeviceImpl_SetLight,
IWineD3DDeviceImpl_GetLight,
IWineD3DDeviceImpl_SetLightEnable,
IWineD3DDeviceImpl_GetLightEnable,
IWineD3DDeviceImpl_SetMaterial,
IWineD3DDeviceImpl_GetMaterial,
IWineD3DDeviceImpl_SetNPatchMode,
IWineD3DDeviceImpl_GetNPatchMode,
IWineD3DDeviceImpl_SetPaletteEntries,
IWineD3DDeviceImpl_GetPaletteEntries,
IWineD3DDeviceImpl_SetPixelShader,
IWineD3DDeviceImpl_GetPixelShader,
IWineD3DDeviceImpl_SetPixelShaderConstantB,
IWineD3DDeviceImpl_GetPixelShaderConstantB,
IWineD3DDeviceImpl_SetPixelShaderConstantI,
IWineD3DDeviceImpl_GetPixelShaderConstantI,
IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst,
IWineD3DDeviceImpl_GetPixelShaderConstantF,
IWineD3DDeviceImpl_SetRenderState,
IWineD3DDeviceImpl_GetRenderState,
IWineD3DDeviceImpl_SetRenderTarget,
IWineD3DDeviceImpl_GetRenderTarget,
IWineD3DDeviceImpl_SetFrontBackBuffers,
IWineD3DDeviceImpl_SetSamplerState,
IWineD3DDeviceImpl_GetSamplerState,
IWineD3DDeviceImpl_SetScissorRect,
IWineD3DDeviceImpl_GetScissorRect,
IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
IWineD3DDeviceImpl_SetStreamSource,
IWineD3DDeviceImpl_GetStreamSource,
IWineD3DDeviceImpl_SetStreamSourceFreq,
IWineD3DDeviceImpl_GetStreamSourceFreq,
IWineD3DDeviceImpl_SetTexture,
IWineD3DDeviceImpl_GetTexture,
IWineD3DDeviceImpl_SetTextureStageState,
IWineD3DDeviceImpl_GetTextureStageState,
IWineD3DDeviceImpl_SetTransform,
IWineD3DDeviceImpl_GetTransform,
IWineD3DDeviceImpl_SetVertexDeclaration,
IWineD3DDeviceImpl_GetVertexDeclaration,
IWineD3DDeviceImpl_SetVertexShader,
IWineD3DDeviceImpl_GetVertexShader,
IWineD3DDeviceImpl_SetVertexShaderConstantB,
IWineD3DDeviceImpl_GetVertexShaderConstantB,
IWineD3DDeviceImpl_SetVertexShaderConstantI,
IWineD3DDeviceImpl_GetVertexShaderConstantI,
IWineD3DDeviceImpl_SetVertexShaderConstantF_DirtyConst,
IWineD3DDeviceImpl_GetVertexShaderConstantF,
IWineD3DDeviceImpl_SetViewport,
IWineD3DDeviceImpl_GetViewport,
IWineD3DDeviceImpl_MultiplyTransform,
IWineD3DDeviceImpl_ValidateDevice,
IWineD3DDeviceImpl_ProcessVertices,
/*** State block ***/
IWineD3DDeviceImpl_BeginStateBlock,
IWineD3DDeviceImpl_EndStateBlock,
/*** Scene management ***/
IWineD3DDeviceImpl_BeginScene,
IWineD3DDeviceImpl_EndScene,
IWineD3DDeviceImpl_Present,
IWineD3DDeviceImpl_Clear,
/*** Drawing ***/
IWineD3DDeviceImpl_DrawPrimitive,
IWineD3DDeviceImpl_DrawIndexedPrimitive,
IWineD3DDeviceImpl_DrawPrimitiveUP,
IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
IWineD3DDeviceImpl_DrawPrimitiveStrided,
IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
IWineD3DDeviceImpl_DrawRectPatch,
IWineD3DDeviceImpl_DrawTriPatch,
IWineD3DDeviceImpl_DeletePatch,
IWineD3DDeviceImpl_ColorFill,
IWineD3DDeviceImpl_UpdateTexture,
IWineD3DDeviceImpl_UpdateSurface,
IWineD3DDeviceImpl_GetFrontBufferData,
/*** object tracking ***/
IWineD3DDeviceImpl_ResourceReleased,
IWineD3DDeviceImpl_EnumResources
};
const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
WINED3DRS_ALPHABLENDENABLE ,

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@ -2876,6 +2876,14 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
return E_OUTOFMEMORY;
}
/* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
* model can deal with that. It is essentially the same, just with adjusted
* Set*ShaderConstantF implementations
*/
if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
}
/* set the state of the device to valid */
object->state = WINED3D_OK;

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@ -3326,6 +3326,11 @@ static void shader_glsl_free(IWineD3DDevice *iface) {
HeapFree(GetProcessHeap(), 0, This->shader_priv);
}
static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
/* TODO: GL_EXT_bindable_uniform can be used to share constants accross shaders */
return FALSE;
}
const shader_backend_t glsl_shader_backend = {
&shader_glsl_select,
&shader_glsl_select_depth_blt,
@ -3335,5 +3340,6 @@ const shader_backend_t glsl_shader_backend = {
&shader_glsl_color_correction,
&shader_glsl_destroy,
&shader_glsl_alloc,
&shader_glsl_free
&shader_glsl_free,
&shader_glsl_dirty_const
};

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@ -259,6 +259,7 @@ typedef struct {
void (*shader_destroy)(IWineD3DBaseShader *iface);
HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
void (*shader_free_private)(IWineD3DDevice *iface);
BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
} shader_backend_t;
extern const shader_backend_t glsl_shader_backend;
@ -575,6 +576,8 @@ struct WineD3DContext {
char texShaderBumpMap;
BOOL fog_coord;
char *vshader_const_dirty, *pshader_const_dirty;
/* The actual opengl context */
HGLRC glCtx;
HWND win_handle;
@ -749,6 +752,7 @@ struct IWineD3DDeviceImpl
struct list resources; /* a linked list to track resources created by the device */
struct list shaders; /* a linked list to track shaders (pixel and vertex) */
unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
/* Render Target Support */
IWineD3DSurface **render_targets;
@ -842,7 +846,7 @@ struct IWineD3DDeviceImpl
struct WineD3DRectPatch *currentPatch;
};
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,