wined3d: Put the ps compile parameters into the glsl program hashmap.

This avoids the double search for a pixel shader. The pixel shader
compilation parameter structure is recorded in the GLSL program
hashmap, together with the WineD3D pixel shader.
This commit is contained in:
Stefan Dösinger 2008-11-21 19:48:36 +01:00 committed by Alexandre Julliard
parent 33482a732e
commit 2f98fce9cf
1 changed files with 38 additions and 25 deletions

View File

@ -62,26 +62,28 @@ struct shader_glsl_priv {
/* Struct to maintain data about a linked GLSL program */
struct glsl_shader_prog_link {
struct list vshader_entry;
struct list pshader_entry;
GLhandleARB programId;
GLhandleARB *vuniformF_locations;
GLhandleARB *puniformF_locations;
GLhandleARB vuniformI_locations[MAX_CONST_I];
GLhandleARB puniformI_locations[MAX_CONST_I];
GLhandleARB posFixup_location;
GLhandleARB bumpenvmat_location[MAX_TEXTURES];
GLhandleARB luminancescale_location[MAX_TEXTURES];
GLhandleARB luminanceoffset_location[MAX_TEXTURES];
GLhandleARB ycorrection_location;
GLenum vertex_color_clamp;
GLhandleARB vshader;
GLhandleARB pshader;
struct list vshader_entry;
struct list pshader_entry;
GLhandleARB programId;
GLhandleARB *vuniformF_locations;
GLhandleARB *puniformF_locations;
GLhandleARB vuniformI_locations[MAX_CONST_I];
GLhandleARB puniformI_locations[MAX_CONST_I];
GLhandleARB posFixup_location;
GLhandleARB bumpenvmat_location[MAX_TEXTURES];
GLhandleARB luminancescale_location[MAX_TEXTURES];
GLhandleARB luminanceoffset_location[MAX_TEXTURES];
GLhandleARB ycorrection_location;
GLenum vertex_color_clamp;
GLhandleARB vshader;
IWineD3DPixelShader *pshader;
struct ps_compile_args ps_args;
};
typedef struct {
GLhandleARB vshader;
GLhandleARB pshader;
GLhandleARB vshader;
IWineD3DPixelShader *pshader;
struct ps_compile_args ps_args;
} glsl_program_key_t;
@ -2817,16 +2819,18 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
key->vshader = entry->vshader;
key->pshader = entry->pshader;
key->ps_args = entry->ps_args;
hash_table_put(priv->glsl_program_lookup, key, entry);
}
static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
GLhandleARB vshader, GLhandleARB pshader) {
GLhandleARB vshader, IWineD3DPixelShader *pshader, struct ps_compile_args *ps_args) {
glsl_program_key_t key;
key.vshader = vshader;
key.pshader = pshader;
key.ps_args = *ps_args;
return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key);
}
@ -2837,6 +2841,7 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, WineD3D_GL_
key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
key->vshader = entry->vshader;
key->pshader = entry->pshader;
key->ps_args = entry->ps_args;
hash_table_remove(priv->glsl_program_lookup, key);
GL_EXTCALL(glDeleteObjectARB(entry->programId));
@ -3186,6 +3191,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
int i;
char glsl_name[8];
GLhandleARB vshader_id, pshader_id;
struct ps_compile_args compile_args;
if(use_vs) {
IWineD3DVertexShaderImpl_CompileShader(vshader);
@ -3194,13 +3200,12 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
vshader_id = 0;
}
if(use_ps) {
struct ps_compile_args compile_args;
find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &compile_args);
pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &compile_args);
} else {
pshader_id = 0;
/* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
memset(&compile_args, 0, sizeof(compile_args));
}
entry = get_glsl_program_entry(priv, vshader_id, pshader_id);
entry = get_glsl_program_entry(priv, vshader_id, pshader, &compile_args);
if (entry) {
priv->glsl_program = entry;
return;
@ -3214,7 +3219,8 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
entry->programId = programId;
entry->vshader = vshader_id;
entry->pshader = pshader_id;
entry->pshader = pshader;
entry->ps_args = compile_args;
/* Add the hash table entry */
add_glsl_program_entry(priv, entry);
@ -3259,6 +3265,12 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
}
if(use_ps) {
pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &compile_args);
} else {
pshader_id = 0;
}
/* Attach GLSL pshader */
if (pshader_id) {
TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
@ -3552,7 +3564,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
static unsigned int glsl_program_key_hash(void *key) {
glsl_program_key_t *k = (glsl_program_key_t *)key;
unsigned int hash = k->vshader | k->pshader << 16;
unsigned int hash = k->vshader | ((DWORD_PTR) k->pshader) << 16;
hash += ~(hash << 15);
hash ^= (hash >> 10);
hash += (hash << 3);
@ -3567,7 +3579,8 @@ static BOOL glsl_program_key_compare(void *keya, void *keyb) {
glsl_program_key_t *ka = (glsl_program_key_t *)keya;
glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
(memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0);
}
static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {