wined3d: Use an rbtree for storing shaders for texture format conversion/blitting.

This commit is contained in:
Martin Storsjo 2014-02-17 14:46:01 +02:00 committed by Alexandre Julliard
parent 171529106b
commit 1275525789
1 changed files with 107 additions and 76 deletions

View File

@ -6768,22 +6768,72 @@ const struct fragment_pipeline arbfp_fragment_pipeline = {
arbfp_fragmentstate_template,
};
struct arbfp_blit_priv {
GLenum yuy2_rect_shader, yuy2_2d_shader;
GLenum uyvy_rect_shader, uyvy_2d_shader;
GLenum yv12_rect_shader, yv12_2d_shader;
GLenum nv12_rect_shader, nv12_2d_shader;
GLenum p8_rect_shader, p8_2d_shader;
struct arbfp_blit_type
{
enum complex_fixup fixup;
GLenum textype;
};
struct arbfp_blit_desc
{
GLenum shader;
struct arbfp_blit_type type;
struct wine_rb_entry entry;
};
struct arbfp_blit_priv
{
struct wine_rb_tree shaders;
GLuint palette_texture;
};
static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct arbfp_blit_type *ka = key;
const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
if (ka->fixup != kb->fixup)
return ka->fixup < kb->fixup ? -1 : 1;
if (ka->textype != kb->textype)
return ka->textype < kb->textype ? -1 : 1;
return 0;
}
/* Context activation is done by the caller. */
static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *context)
{
const struct wined3d_gl_info *gl_info = context;
struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
HeapFree(GetProcessHeap(), 0, entry_arb);
}
const struct wine_rb_functions wined3d_arbfp_blit_rb_functions =
{
wined3d_rb_alloc,
wined3d_rb_realloc,
wined3d_rb_free,
arbfp_blit_type_compare,
};
static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
{
device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
if(!device->blit_priv) {
ERR("Out of memory\n");
struct arbfp_blit_priv *priv;
if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
return E_OUTOFMEMORY;
if (wine_rb_init(&priv->shaders, &wined3d_arbfp_blit_rb_functions) == -1)
{
ERR("Failed to initialize rbtree.\n");
HeapFree(GetProcessHeap(), 0, priv);
return E_OUTOFMEMORY;
}
device->blit_priv = priv;
return WINED3D_OK;
}
@ -6793,17 +6843,8 @@ static void arbfp_blit_free(struct wined3d_device *device)
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
struct arbfp_blit_priv *priv = device->blit_priv;
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->nv12_rect_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->nv12_2d_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
checkGLcall("Delete yuv and p8 programs");
wine_rb_destroy(&priv->shaders, arbfp_free_blit_shader, &device->adapter->gl_info);
checkGLcall("Delete blit programs");
if (priv->palette_texture)
gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
@ -7196,6 +7237,7 @@ static BOOL gen_nv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
return TRUE;
}
/* Context activation is done by the caller. */
static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
const struct wined3d_gl_info *gl_info, GLenum textype)
{
@ -7249,11 +7291,6 @@ static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
shader_arb_dump_program_source(buffer.buffer);
}
if (textype == GL_TEXTURE_RECTANGLE_ARB)
priv->p8_rect_shader = shader;
else
priv->p8_2d_shader = shader;
shader_buffer_free(&buffer);
return shader;
@ -7428,33 +7465,6 @@ static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_
shader_buffer_free(&buffer);
switch (yuv_fixup)
{
case COMPLEX_FIXUP_YUY2:
if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
else priv->yuy2_2d_shader = shader;
break;
case COMPLEX_FIXUP_UYVY:
if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
else priv->uyvy_2d_shader = shader;
break;
case COMPLEX_FIXUP_YV12:
if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
else priv->yv12_2d_shader = shader;
break;
case COMPLEX_FIXUP_NV12:
if (textype == GL_TEXTURE_RECTANGLE_ARB)
priv->nv12_rect_shader = shader;
else
priv->nv12_2d_shader = shader;
break;
default:
ERR("Unsupported complex fixup: %d\n", yuv_fixup);
}
return shader;
}
@ -7467,6 +7477,9 @@ static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context,
enum complex_fixup fixup;
const struct wined3d_gl_info *gl_info = context->gl_info;
GLenum textype = surface->container->target;
struct wine_rb_entry *entry;
struct arbfp_blit_type type;
struct arbfp_blit_desc *desc;
if (surface->flags & SFLAG_CONVERTED)
{
@ -7487,39 +7500,57 @@ static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context,
fixup = get_complex_fixup(surface->resource.format->color_fixup);
switch(fixup)
type.fixup = fixup;
type.textype = textype;
entry = wine_rb_get(&priv->shaders, &type);
if (entry)
{
case COMPLEX_FIXUP_YUY2:
shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
break;
desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
shader = desc->shader;
}
else
{
switch (fixup)
{
case COMPLEX_FIXUP_P8:
shader = gen_p8_shader(priv, gl_info, textype);
break;
case COMPLEX_FIXUP_UYVY:
shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
break;
default:
shader = gen_yuv_shader(priv, gl_info, fixup, textype);
break;
}
case COMPLEX_FIXUP_YV12:
shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
break;
case COMPLEX_FIXUP_NV12:
shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->nv12_rect_shader : priv->nv12_2d_shader;
break;
case COMPLEX_FIXUP_P8:
shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
upload_palette(surface, context);
break;
default:
if (!shader)
{
FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
gl_info->gl_ops.gl.p_glEnable(textype);
checkGLcall("glEnable(textype)");
return E_NOTIMPL;
}
desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
if (!desc)
goto err_out;
desc->type.textype = textype;
desc->type.fixup = fixup;
desc->shader = shader;
if (wine_rb_put(&priv->shaders, &desc->type, &desc->entry) == -1)
{
err_out:
ERR("Out of memory\n");
GL_EXTCALL(glDeleteProgramsARB(1, &shader));
checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
HeapFree(GetProcessHeap(), 0, desc);
return E_OUTOFMEMORY;
}
}
if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
if (fixup == COMPLEX_FIXUP_P8)
upload_palette(surface, context);
gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");