wined3d: Use an rbtree for storing shaders for texture format conversion/blitting.
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171529106b
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1275525789
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@ -6768,22 +6768,72 @@ const struct fragment_pipeline arbfp_fragment_pipeline = {
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arbfp_fragmentstate_template,
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};
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struct arbfp_blit_priv {
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GLenum yuy2_rect_shader, yuy2_2d_shader;
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GLenum uyvy_rect_shader, uyvy_2d_shader;
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GLenum yv12_rect_shader, yv12_2d_shader;
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GLenum nv12_rect_shader, nv12_2d_shader;
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GLenum p8_rect_shader, p8_2d_shader;
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struct arbfp_blit_type
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{
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enum complex_fixup fixup;
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GLenum textype;
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};
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struct arbfp_blit_desc
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{
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GLenum shader;
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struct arbfp_blit_type type;
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struct wine_rb_entry entry;
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};
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struct arbfp_blit_priv
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{
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struct wine_rb_tree shaders;
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GLuint palette_texture;
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};
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static int arbfp_blit_type_compare(const void *key, const struct wine_rb_entry *entry)
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{
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const struct arbfp_blit_type *ka = key;
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const struct arbfp_blit_type *kb = &WINE_RB_ENTRY_VALUE(entry, const struct arbfp_blit_desc, entry)->type;
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if (ka->fixup != kb->fixup)
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return ka->fixup < kb->fixup ? -1 : 1;
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if (ka->textype != kb->textype)
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return ka->textype < kb->textype ? -1 : 1;
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return 0;
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}
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/* Context activation is done by the caller. */
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static void arbfp_free_blit_shader(struct wine_rb_entry *entry, void *context)
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{
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const struct wined3d_gl_info *gl_info = context;
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struct arbfp_blit_desc *entry_arb = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
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GL_EXTCALL(glDeleteProgramsARB(1, &entry_arb->shader));
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checkGLcall("glDeleteProgramsARB(1, &entry_arb->shader)");
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HeapFree(GetProcessHeap(), 0, entry_arb);
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}
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const struct wine_rb_functions wined3d_arbfp_blit_rb_functions =
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{
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wined3d_rb_alloc,
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wined3d_rb_realloc,
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wined3d_rb_free,
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arbfp_blit_type_compare,
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};
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static HRESULT arbfp_blit_alloc(struct wined3d_device *device)
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{
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device->blit_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arbfp_blit_priv));
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if(!device->blit_priv) {
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ERR("Out of memory\n");
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struct arbfp_blit_priv *priv;
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if (!(priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv))))
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return E_OUTOFMEMORY;
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if (wine_rb_init(&priv->shaders, &wined3d_arbfp_blit_rb_functions) == -1)
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{
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ERR("Failed to initialize rbtree.\n");
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HeapFree(GetProcessHeap(), 0, priv);
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return E_OUTOFMEMORY;
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}
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device->blit_priv = priv;
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return WINED3D_OK;
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}
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@ -6793,17 +6843,8 @@ static void arbfp_blit_free(struct wined3d_device *device)
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct arbfp_blit_priv *priv = device->blit_priv;
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GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
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GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_2d_shader));
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GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_rect_shader));
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GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
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GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
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GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
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GL_EXTCALL(glDeleteProgramsARB(1, &priv->nv12_rect_shader));
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GL_EXTCALL(glDeleteProgramsARB(1, &priv->nv12_2d_shader));
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GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_rect_shader));
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GL_EXTCALL(glDeleteProgramsARB(1, &priv->p8_2d_shader));
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checkGLcall("Delete yuv and p8 programs");
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wine_rb_destroy(&priv->shaders, arbfp_free_blit_shader, &device->adapter->gl_info);
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checkGLcall("Delete blit programs");
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if (priv->palette_texture)
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gl_info->gl_ops.gl.p_glDeleteTextures(1, &priv->palette_texture);
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@ -7196,6 +7237,7 @@ static BOOL gen_nv12_read(struct wined3d_shader_buffer *buffer, GLenum textype,
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return TRUE;
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}
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/* Context activation is done by the caller. */
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static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
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const struct wined3d_gl_info *gl_info, GLenum textype)
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{
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@ -7249,11 +7291,6 @@ static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
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shader_arb_dump_program_source(buffer.buffer);
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}
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if (textype == GL_TEXTURE_RECTANGLE_ARB)
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priv->p8_rect_shader = shader;
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else
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priv->p8_2d_shader = shader;
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shader_buffer_free(&buffer);
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return shader;
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@ -7428,33 +7465,6 @@ static GLuint gen_yuv_shader(struct arbfp_blit_priv *priv, const struct wined3d_
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shader_buffer_free(&buffer);
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switch (yuv_fixup)
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{
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case COMPLEX_FIXUP_YUY2:
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if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
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else priv->yuy2_2d_shader = shader;
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break;
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case COMPLEX_FIXUP_UYVY:
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if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
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else priv->uyvy_2d_shader = shader;
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break;
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case COMPLEX_FIXUP_YV12:
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if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
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else priv->yv12_2d_shader = shader;
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break;
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case COMPLEX_FIXUP_NV12:
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if (textype == GL_TEXTURE_RECTANGLE_ARB)
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priv->nv12_rect_shader = shader;
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else
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priv->nv12_2d_shader = shader;
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break;
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default:
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ERR("Unsupported complex fixup: %d\n", yuv_fixup);
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}
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return shader;
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}
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@ -7467,6 +7477,9 @@ static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context,
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enum complex_fixup fixup;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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GLenum textype = surface->container->target;
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struct wine_rb_entry *entry;
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struct arbfp_blit_type type;
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struct arbfp_blit_desc *desc;
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if (surface->flags & SFLAG_CONVERTED)
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{
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@ -7487,39 +7500,57 @@ static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context,
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fixup = get_complex_fixup(surface->resource.format->color_fixup);
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switch(fixup)
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type.fixup = fixup;
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type.textype = textype;
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entry = wine_rb_get(&priv->shaders, &type);
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if (entry)
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{
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case COMPLEX_FIXUP_YUY2:
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shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
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break;
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desc = WINE_RB_ENTRY_VALUE(entry, struct arbfp_blit_desc, entry);
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shader = desc->shader;
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}
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else
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{
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switch (fixup)
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{
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case COMPLEX_FIXUP_P8:
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shader = gen_p8_shader(priv, gl_info, textype);
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break;
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case COMPLEX_FIXUP_UYVY:
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shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
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break;
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default:
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shader = gen_yuv_shader(priv, gl_info, fixup, textype);
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break;
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}
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case COMPLEX_FIXUP_YV12:
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shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
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break;
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case COMPLEX_FIXUP_NV12:
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shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->nv12_rect_shader : priv->nv12_2d_shader;
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break;
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case COMPLEX_FIXUP_P8:
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shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->p8_rect_shader : priv->p8_2d_shader;
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if (!shader) shader = gen_p8_shader(priv, gl_info, textype);
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upload_palette(surface, context);
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break;
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default:
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if (!shader)
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{
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FIXME("Unsupported complex fixup %#x, not setting a shader\n", fixup);
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gl_info->gl_ops.gl.p_glEnable(textype);
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checkGLcall("glEnable(textype)");
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return E_NOTIMPL;
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}
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desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
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if (!desc)
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goto err_out;
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desc->type.textype = textype;
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desc->type.fixup = fixup;
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desc->shader = shader;
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if (wine_rb_put(&priv->shaders, &desc->type, &desc->entry) == -1)
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{
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err_out:
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ERR("Out of memory\n");
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GL_EXTCALL(glDeleteProgramsARB(1, &shader));
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checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader))");
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GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
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checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0)");
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HeapFree(GetProcessHeap(), 0, desc);
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return E_OUTOFMEMORY;
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}
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}
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if (!shader) shader = gen_yuv_shader(priv, gl_info, fixup, textype);
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if (fixup == COMPLEX_FIXUP_P8)
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upload_palette(surface, context);
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gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
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checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
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