wined3d: Simplify handling of swizzled attributes.
This should also be a little bit faster.
This commit is contained in:
parent
cc447eac55
commit
6791e6b752
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@ -510,8 +510,7 @@ static void vshader_program_add_param(const SHADER_OPCODE_ARG *arg, const DWORD
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break;
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case WINED3DSPR_INPUT:
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if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
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is_color = TRUE;
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if (This->swizzle_map & (1 << reg)) is_color = TRUE;
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sprintf(tmpReg, "vertex.attrib[%u]", reg);
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strcat(hwLine, tmpReg);
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@ -158,6 +158,7 @@ void primitiveDeclarationConvertToStridedData(
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}
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/* Translate the declaration into strided data */
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strided->swizzle_map = 0;
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for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
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GLint streamVBO = 0;
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BOOL stride_used;
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@ -234,6 +235,8 @@ void primitiveDeclarationConvertToStridedData(
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strided->u.input[idx].dwStride = stride;
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strided->u.input[idx].VBO = streamVBO;
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strided->u.input[idx].streamNo = element->Stream;
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if (element->Type == WINED3DDECLTYPE_D3DCOLOR) strided->swizzle_map |= 1 << idx;
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strided->use_map |= 1 << idx;
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}
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}
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}
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@ -1030,8 +1030,7 @@ static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_to
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strcpy(tmpStr, "gl_SecondaryColor");
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}
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} else {
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if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
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*is_color = TRUE;
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if (((IWineD3DVertexShaderImpl *)This)->swizzle_map & (1 << reg)) *is_color = TRUE;
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sprintf(tmpStr, "attrib%u", reg);
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}
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break;
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@ -207,7 +207,7 @@ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVerte
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const WINED3DVERTEXELEMENT *elements, UINT element_count) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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HRESULT hr = WINED3D_OK;
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int i, j;
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int i;
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char isPreLoaded[MAX_STREAMS];
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TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
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@ -263,39 +263,13 @@ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVerte
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isPreLoaded[This->pDeclarationWine[i].Stream] = 1;
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}
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/* Create a sorted array containing the attribute declarations that are of type
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* D3DCOLOR. D3DCOLOR requires swizzling of the r and b component, and if the
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* declaration of one attribute changes the vertex shader needs recompilation.
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* Having a sorted array of the attributes allows efficient comparison of the
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* declaration against a shader
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*/
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if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) {
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for(j = 0; j < This->num_swizzled_attribs; j++) {
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if(This->swizzled_attribs[j].usage > This->pDeclarationWine[i].Usage ||
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(This->swizzled_attribs[j].usage == This->pDeclarationWine[i].Usage &&
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This->swizzled_attribs[j].idx > This->pDeclarationWine[i].UsageIndex)) {
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memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j],
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sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1)));
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break;
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}
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}
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This->swizzled_attribs[j].usage = This->pDeclarationWine[i].Usage;
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This->swizzled_attribs[j].idx = This->pDeclarationWine[i].UsageIndex;
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This->num_swizzled_attribs++;
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} else if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_2 ||
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This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_4) {
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if(!GL_SUPPORT(NV_HALF_FLOAT)) {
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This->half_float_conv_needed = TRUE;
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}
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if (This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_2
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|| This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_4)
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{
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if (!GL_SUPPORT(NV_HALF_FLOAT)) This->half_float_conv_needed = TRUE;
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}
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}
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TRACE("Swizzled attributes found:\n");
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for(i = 0; i < This->num_swizzled_attribs; i++) {
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TRACE("%u: %s%d\n", i,
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debug_d3ddeclusage(This->swizzled_attribs[i].usage), This->swizzled_attribs[i].idx);
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}
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TRACE("Returning\n");
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return hr;
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}
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@ -218,113 +218,15 @@ BOOL vshader_get_input(
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return FALSE;
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}
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BOOL vshader_input_is_color(
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IWineD3DVertexShader* iface,
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unsigned int regnum) {
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IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
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DWORD usage_token = This->semantics_in[regnum].usage;
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DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
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DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
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int i;
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for(i = 0; i < This->num_swizzled_attribs; i++) {
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if(This->swizzled_attribs[i].usage == usage &&
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This->swizzled_attribs[i].idx == usage_idx) {
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return TRUE;
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}
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}
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return FALSE;
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}
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static inline void find_swizzled_attribs(IWineD3DVertexDeclaration *declaration, IWineD3DVertexShaderImpl *This) {
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UINT num = 0, i, j;
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UINT numoldswizzles = This->num_swizzled_attribs;
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IWineD3DVertexDeclarationImpl *decl = (IWineD3DVertexDeclarationImpl *) declaration;
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DWORD usage_token, usage, usage_idx;
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BOOL found;
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attrib_declaration oldswizzles[sizeof(This->swizzled_attribs) / sizeof(This->swizzled_attribs[0])];
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/* Back up the old swizzles to keep attributes that are undefined in the current declaration */
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memcpy(oldswizzles, This->swizzled_attribs, sizeof(oldswizzles));
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memset(This->swizzled_attribs, 0, sizeof(This->swizzled_attribs[0]) * MAX_ATTRIBS);
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for(i = 0; i < decl->num_swizzled_attribs; i++) {
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for(j = 0; j < MAX_ATTRIBS; j++) {
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if(!This->baseShader.reg_maps.attributes[j]) continue;
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usage_token = This->semantics_in[j].usage;
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usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
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usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
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if(decl->swizzled_attribs[i].usage == usage &&
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decl->swizzled_attribs[i].idx == usage_idx) {
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This->swizzled_attribs[num].usage = usage;
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This->swizzled_attribs[num].idx = usage_idx;
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num++;
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}
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}
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}
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/* Add previously converted attributes back in if they are not defined in the current declaration */
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for(i = 0; i < numoldswizzles; i++) {
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found = FALSE;
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for(j = 0; j < decl->declarationWNumElements; j++) {
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if(oldswizzles[i].usage == decl->pDeclarationWine[j].Usage &&
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oldswizzles[i].idx == decl->pDeclarationWine[j].UsageIndex) {
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found = TRUE;
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}
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}
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if(found) {
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/* This previously converted attribute is declared in the current declaration. Either it is
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* already in the new array, or it should not be there. Skip it
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*/
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continue;
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}
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/* We have a previously swizzled attribute that is not defined by the current vertex declaration.
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* Insert it into the new conversion array to keep it in the old defined state. Otherwise we end up
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* recompiling if the old decl is used again because undefined attributes are reset to no swizzling.
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* In the reverse way(attribute was not swizzled and is not declared in new declaration) the attrib
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* stays unswizzled as well because it isn't found in the oldswizzles array
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*/
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for(j = 0; j < num; j++) {
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if(oldswizzles[i].usage > This->swizzled_attribs[j].usage || (
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oldswizzles[i].usage == This->swizzled_attribs[j].usage &&
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oldswizzles[i].idx > This->swizzled_attribs[j].idx)) {
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memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j],
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sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1)));
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break;
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}
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}
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This->swizzled_attribs[j].usage = oldswizzles[i].usage;
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This->swizzled_attribs[j].idx = oldswizzles[i].idx;
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num++;
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}
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TRACE("New swizzled attributes array\n");
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for(i = 0; i < num; i++) {
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TRACE("%d: %s(%d), %d\n", i, debug_d3ddeclusage(This->swizzled_attribs[i].usage),
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This->swizzled_attribs[i].usage, This->swizzled_attribs[i].idx);
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}
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This->num_swizzled_attribs = num;
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}
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/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
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or GLSL and send it to the card */
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static void IWineD3DVertexShaderImpl_GenerateShader(IWineD3DVertexShader *iface,
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const struct shader_reg_maps* reg_maps, const DWORD *pFunction)
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{
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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IWineD3DVertexDeclaration *decl = ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexDecl;
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SHADER_BUFFER buffer;
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find_swizzled_attribs(decl, This);
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This->swizzle_map = ((IWineD3DDeviceImpl *)This->baseShader.device)->strided_streams.swizzle_map;
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shader_buffer_init(&buffer);
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((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_vshader(iface, &buffer);
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@ -516,56 +418,8 @@ static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertex
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return WINED3D_OK;
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}
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static inline BOOL swizzled_attribs_differ(IWineD3DVertexShaderImpl *This, IWineD3DVertexDeclarationImpl *vdecl) {
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UINT i, j, k;
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BOOL found;
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DWORD usage_token;
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DWORD usage;
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DWORD usage_idx;
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for(i = 0; i < vdecl->declarationWNumElements; i++) {
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/* Ignore tesselated streams and the termination entry(position0, stream 255, unused) */
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if(vdecl->pDeclarationWine[i].Stream >= MAX_STREAMS ||
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vdecl->pDeclarationWine[i].Type == WINED3DDECLTYPE_UNUSED) continue;
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for(j = 0; j < MAX_ATTRIBS; j++) {
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if(!This->baseShader.reg_maps.attributes[j]) continue;
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usage_token = This->semantics_in[j].usage;
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usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
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usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
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if(vdecl->pDeclarationWine[i].Usage != usage ||
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vdecl->pDeclarationWine[i].UsageIndex != usage_idx) {
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continue;
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}
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found = FALSE;
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for(k = 0; k < This->num_swizzled_attribs; k++) {
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if(This->swizzled_attribs[k].usage == usage &&
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This->swizzled_attribs[k].idx == usage_idx) {
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found = TRUE;
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}
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}
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if(!found && vdecl->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) {
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TRACE("Attribute %s%d is D3DCOLOR now but wasn't before\n",
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debug_d3ddeclusage(usage), usage_idx);
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return TRUE;
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}
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if( found && vdecl->pDeclarationWine[i].Type != WINED3DDECLTYPE_D3DCOLOR) {
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TRACE("Attribute %s%d was D3DCOLOR before but is not any more\n",
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debug_d3ddeclusage(usage), usage_idx);
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return TRUE;
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}
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}
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}
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return FALSE;
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}
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HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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IWineD3DVertexDeclarationImpl *vdecl;
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CONST DWORD *function = This->baseShader.function;
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IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
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@ -573,20 +427,10 @@ HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
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/* We're already compiled. */
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if (This->baseShader.is_compiled) {
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vdecl = (IWineD3DVertexDeclarationImpl *) deviceImpl->stateBlock->vertexDecl;
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if(This->num_swizzled_attribs != vdecl->num_swizzled_attribs ||
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memcmp(This->swizzled_attribs, vdecl->swizzled_attribs, sizeof(vdecl->swizzled_attribs[0]) * This->num_swizzled_attribs) != 0) {
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/* The swizzled attributes differ between shader and declaration. This doesn't necessarily mean
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* we have to recompile, but we have to take a deeper look at see if the attribs that differ
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* are declared in the decl and used in the shader
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*/
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if(swizzled_attribs_differ(This, vdecl)) {
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WARN("Recompiling vertex shader %p due to D3DCOLOR input changes\n", This);
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goto recompile;
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}
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WARN("Swizzled attribute validation required an expensive comparison\n");
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if ((This->swizzle_map & deviceImpl->strided_streams.use_map) != deviceImpl->strided_streams.swizzle_map)
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{
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WARN("Recompiling vertex shader %p due to D3DCOLOR input changes\n", This);
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goto recompile;
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}
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return WINED3D_OK;
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@ -1711,11 +1711,6 @@ BOOL palette9_changed(IWineD3DSurfaceImpl *This);
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/*****************************************************************************
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* IWineD3DVertexDeclaration implementation structure
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*/
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typedef struct attrib_declaration {
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DWORD usage;
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DWORD idx;
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} attrib_declaration;
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#define MAX_ATTRIBS 16
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typedef struct IWineD3DVertexDeclarationImpl {
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@ -1734,10 +1729,6 @@ typedef struct IWineD3DVertexDeclarationImpl {
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UINT num_streams;
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BOOL position_transformed;
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BOOL half_float_conv_needed;
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/* Ordered array of declaration types that need swizzling in a vshader */
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attrib_declaration swizzled_attribs[MAX_ATTRIBS];
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UINT num_swizzled_attribs;
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} IWineD3DVertexDeclarationImpl;
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extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
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@ -2182,10 +2173,6 @@ extern BOOL vshader_get_input(
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BYTE usage_req, BYTE usage_idx_req,
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unsigned int* regnum);
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extern BOOL vshader_input_is_color(
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IWineD3DVertexShader* iface,
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unsigned int regnum);
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extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
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/* GLSL helper functions */
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semantic semantics_in [MAX_ATTRIBS];
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semantic semantics_out [MAX_REG_OUTPUT];
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/* Ordered array of attributes that are swizzled */
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attrib_declaration swizzled_attribs [MAX_ATTRIBS];
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UINT num_swizzled_attribs;
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WORD swizzle_map; /* MAX_ATTRIBS, 16 */
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UINT min_rel_offset, max_rel_offset;
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UINT rel_offset;
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@ -1884,6 +1884,8 @@ typedef struct WineDirect3DVertexStridedData
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} u;
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BOOL position_transformed;
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WORD swizzle_map; /* MAX_ATTRIBS, 16 */
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WORD use_map; /* MAX_ATTRIBS, 16 */
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} WineDirect3DVertexStridedData;
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typedef struct _WINED3DVSHADERCAPS2_0
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