wined3d: Precompile compute shaders.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-04-13 11:21:45 +02:00 committed by Alexandre Julliard
parent 2fc56cac4c
commit 66fce9898a
1 changed files with 102 additions and 76 deletions

View File

@ -115,7 +115,8 @@ struct constant_heap
}; };
/* GLSL shader private data */ /* GLSL shader private data */
struct shader_glsl_priv { struct shader_glsl_priv
{
struct wined3d_string_buffer shader_buffer; struct wined3d_string_buffer shader_buffer;
struct wined3d_string_buffer_list string_buffers; struct wined3d_string_buffer_list string_buffers;
struct wine_rb_tree program_lookup; struct wine_rb_tree program_lookup;
@ -7658,46 +7659,6 @@ static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
return ret; return ret;
} }
static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
struct wined3d_shader *shader)
{
struct glsl_cs_compiled_shader *gl_shaders;
struct glsl_shader_private *shader_data;
GLuint ret;
if (!shader->backend_data)
{
if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
{
ERR("Failed to allocate backend data.\n");
return 0;
}
}
shader_data = shader->backend_data;
gl_shaders = shader_data->gl_shaders.cs;
/* No shader variants are used for compute shaders. */
if (shader_data->num_gl_shaders)
return gl_shaders[0].id;
TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
if (!(shader_data->gl_shaders.cs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
{
ERR("Failed to allocate GL shader array.\n");
return 0;
}
shader_data->shader_array_size = 1;
gl_shaders = shader_data->gl_shaders.cs;
string_buffer_clear(buffer);
ret = shader_glsl_generate_compute_shader(context, buffer, string_buffers, shader);
gl_shaders[shader_data->num_gl_shaders++].id = ret;
return ret;
}
static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material) static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
{ {
switch (mcs) switch (mcs)
@ -9013,56 +8974,63 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
string_buffer_release(&priv->string_buffers, name); string_buffer_release(&priv->string_buffers, name);
} }
/* Context activation is done by the caller. */ static HRESULT shader_glsl_compile_compute_shader(struct shader_glsl_priv *priv,
static void set_glsl_compute_shader_program(const struct wined3d_context *context, const struct wined3d_context *context, struct wined3d_shader *shader)
const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
{ {
struct glsl_context_data *ctx_data = context->shader_backend_data;
struct wined3d_string_buffer *buffer = &priv->shader_buffer;
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
struct glsl_shader_prog_link *entry = NULL; struct glsl_cs_compiled_shader *gl_shaders;
struct wined3d_shader *shader; struct glsl_shader_private *shader_data;
struct glsl_program_key key; struct glsl_shader_prog_link *entry;
GLuint program_id, cs_id; GLuint shader_id, program_id;
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
return;
if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
{
WARN("Compute shader is NULL.\n");
ctx_data->glsl_program = NULL;
return;
}
cs_id = find_glsl_compute_shader(context, &priv->shader_buffer, &priv->string_buffers, shader);
memset(&key, 0, sizeof(key));
key.cs_id = cs_id;
if ((entry = get_glsl_program_entry(priv, &key)))
{
ctx_data->glsl_program = entry;
return;
}
program_id = GL_EXTCALL(glCreateProgram());
TRACE("Created new GLSL shader program %u.\n", program_id);
if (!(entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry)))) if (!(entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry))))
{ {
ERR("Out of memory.\n"); ERR("Out of memory.\n");
return; return E_OUTOFMEMORY;
} }
if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
{
ERR("Failed to allocate backend data.\n");
HeapFree(GetProcessHeap(), 0, entry);
return E_OUTOFMEMORY;
}
shader_data = shader->backend_data;
gl_shaders = shader_data->gl_shaders.cs;
if (!(shader_data->gl_shaders.cs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
{
ERR("Failed to allocate GL shader array.\n");
HeapFree(GetProcessHeap(), 0, entry);
HeapFree(GetProcessHeap(), 0, shader->backend_data);
shader->backend_data = NULL;
return E_OUTOFMEMORY;
}
shader_data->shader_array_size = 1;
gl_shaders = shader_data->gl_shaders.cs;
TRACE("Compiling compute shader %p.\n", shader);
string_buffer_clear(buffer);
shader_id = shader_glsl_generate_compute_shader(context, buffer, &priv->string_buffers, shader);
gl_shaders[shader_data->num_gl_shaders++].id = shader_id;
program_id = GL_EXTCALL(glCreateProgram());
TRACE("Created new GLSL shader program %u.\n", program_id);
entry->id = program_id; entry->id = program_id;
entry->vs.id = 0; entry->vs.id = 0;
entry->gs.id = 0; entry->gs.id = 0;
entry->ps.id = 0; entry->ps.id = 0;
entry->cs.id = cs_id; entry->cs.id = shader_id;
entry->constant_version = 0; entry->constant_version = 0;
entry->ps.np2_fixup_info = NULL; entry->ps.np2_fixup_info = NULL;
add_glsl_program_entry(priv, entry); add_glsl_program_entry(priv, entry);
ctx_data->glsl_program = entry; TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id, program_id);
GL_EXTCALL(glAttachShader(program_id, shader_id));
TRACE("Attaching GLSL shader object %u to program %u.\n", cs_id, program_id);
GL_EXTCALL(glAttachShader(program_id, cs_id));
checkGLcall("glAttachShader"); checkGLcall("glAttachShader");
list_add_head(&shader->linked_programs, &entry->cs.shader_entry); list_add_head(&shader->linked_programs, &entry->cs.shader_entry);
@ -9077,6 +9045,55 @@ static void set_glsl_compute_shader_program(const struct wined3d_context *contex
shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps); shader_glsl_load_images(gl_info, priv, program_id, &shader->reg_maps);
entry->constant_update_mask = 0; entry->constant_update_mask = 0;
GL_EXTCALL(glUseProgram(ctx_data->glsl_program ? ctx_data->glsl_program->id : 0));
checkGLcall("glUseProgram");
return WINED3D_OK;
}
static GLuint find_glsl_compute_shader(const struct wined3d_context *context,
struct shader_glsl_priv *priv, struct wined3d_shader *shader)
{
struct glsl_shader_private *shader_data;
if (!shader->backend_data)
{
WARN("Failed to find GLSL program for compute shader %p.\n", shader);
if (FAILED(shader_glsl_compile_compute_shader(priv, context, shader)))
{
ERR("Failed to compile compute shader %p.\n", shader);
return 0;
}
}
shader_data = shader->backend_data;
return shader_data->gl_shaders.cs[0].id;
}
/* Context activation is done by the caller. */
static void set_glsl_compute_shader_program(const struct wined3d_context *context,
const struct wined3d_state *state, struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
{
struct glsl_shader_prog_link *entry;
struct wined3d_shader *shader;
struct glsl_program_key key;
GLuint cs_id;
if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_COMPUTE)))
return;
if (!(shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
{
WARN("Compute shader is NULL.\n");
ctx_data->glsl_program = NULL;
return;
}
cs_id = find_glsl_compute_shader(context, priv, shader);
memset(&key, 0, sizeof(key));
key.cs_id = cs_id;
if (!(entry = get_glsl_program_entry(priv, &key)))
ERR("Failed to find GLSL program for compute shader %p.\n", shader);
ctx_data->glsl_program = entry;
} }
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */
@ -9460,6 +9477,15 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
static void shader_glsl_precompile(void *shader_priv, struct wined3d_shader *shader) static void shader_glsl_precompile(void *shader_priv, struct wined3d_shader *shader)
{ {
struct wined3d_device *device = shader->device;
struct wined3d_context *context;
if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
{
context = context_acquire(device, NULL, 0);
shader_glsl_compile_compute_shader(shader_priv, context, shader);
context_release(context);
}
} }
/* Context activation is done by the caller. */ /* Context activation is done by the caller. */