wined3d: Simplify handling of swizzled attributes.

This should also be a little bit faster.
This commit is contained in:
Henri Verbeet 2009-01-08 10:19:17 +01:00 committed by Alexandre Julliard
parent cc447eac55
commit 6791e6b752
7 changed files with 18 additions and 212 deletions

View File

@ -510,8 +510,7 @@ static void vshader_program_add_param(const SHADER_OPCODE_ARG *arg, const DWORD
break; break;
case WINED3DSPR_INPUT: case WINED3DSPR_INPUT:
if (vshader_input_is_color((IWineD3DVertexShader*) This, reg)) if (This->swizzle_map & (1 << reg)) is_color = TRUE;
is_color = TRUE;
sprintf(tmpReg, "vertex.attrib[%u]", reg); sprintf(tmpReg, "vertex.attrib[%u]", reg);
strcat(hwLine, tmpReg); strcat(hwLine, tmpReg);

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@ -158,6 +158,7 @@ void primitiveDeclarationConvertToStridedData(
} }
/* Translate the declaration into strided data */ /* Translate the declaration into strided data */
strided->swizzle_map = 0;
for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) { for (i = 0 ; i < vertexDeclaration->declarationWNumElements - 1; ++i) {
GLint streamVBO = 0; GLint streamVBO = 0;
BOOL stride_used; BOOL stride_used;
@ -234,6 +235,8 @@ void primitiveDeclarationConvertToStridedData(
strided->u.input[idx].dwStride = stride; strided->u.input[idx].dwStride = stride;
strided->u.input[idx].VBO = streamVBO; strided->u.input[idx].VBO = streamVBO;
strided->u.input[idx].streamNo = element->Stream; strided->u.input[idx].streamNo = element->Stream;
if (element->Type == WINED3DDECLTYPE_D3DCOLOR) strided->swizzle_map |= 1 << idx;
strided->use_map |= 1 << idx;
} }
} }
} }

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@ -1030,8 +1030,7 @@ static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_to
strcpy(tmpStr, "gl_SecondaryColor"); strcpy(tmpStr, "gl_SecondaryColor");
} }
} else { } else {
if (vshader_input_is_color((IWineD3DVertexShader*) This, reg)) if (((IWineD3DVertexShaderImpl *)This)->swizzle_map & (1 << reg)) *is_color = TRUE;
*is_color = TRUE;
sprintf(tmpStr, "attrib%u", reg); sprintf(tmpStr, "attrib%u", reg);
} }
break; break;

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@ -207,7 +207,7 @@ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVerte
const WINED3DVERTEXELEMENT *elements, UINT element_count) { const WINED3DVERTEXELEMENT *elements, UINT element_count) {
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface; IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
HRESULT hr = WINED3D_OK; HRESULT hr = WINED3D_OK;
int i, j; int i;
char isPreLoaded[MAX_STREAMS]; char isPreLoaded[MAX_STREAMS];
TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion); TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
@ -263,39 +263,13 @@ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVerte
isPreLoaded[This->pDeclarationWine[i].Stream] = 1; isPreLoaded[This->pDeclarationWine[i].Stream] = 1;
} }
/* Create a sorted array containing the attribute declarations that are of type if (This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_2
* D3DCOLOR. D3DCOLOR requires swizzling of the r and b component, and if the || This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_4)
* declaration of one attribute changes the vertex shader needs recompilation. {
* Having a sorted array of the attributes allows efficient comparison of the if (!GL_SUPPORT(NV_HALF_FLOAT)) This->half_float_conv_needed = TRUE;
* declaration against a shader
*/
if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) {
for(j = 0; j < This->num_swizzled_attribs; j++) {
if(This->swizzled_attribs[j].usage > This->pDeclarationWine[i].Usage ||
(This->swizzled_attribs[j].usage == This->pDeclarationWine[i].Usage &&
This->swizzled_attribs[j].idx > This->pDeclarationWine[i].UsageIndex)) {
memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j],
sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1)));
break;
}
}
This->swizzled_attribs[j].usage = This->pDeclarationWine[i].Usage;
This->swizzled_attribs[j].idx = This->pDeclarationWine[i].UsageIndex;
This->num_swizzled_attribs++;
} else if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_2 ||
This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_4) {
if(!GL_SUPPORT(NV_HALF_FLOAT)) {
This->half_float_conv_needed = TRUE;
}
} }
} }
TRACE("Swizzled attributes found:\n");
for(i = 0; i < This->num_swizzled_attribs; i++) {
TRACE("%u: %s%d\n", i,
debug_d3ddeclusage(This->swizzled_attribs[i].usage), This->swizzled_attribs[i].idx);
}
TRACE("Returning\n"); TRACE("Returning\n");
return hr; return hr;
} }

View File

@ -218,113 +218,15 @@ BOOL vshader_get_input(
return FALSE; return FALSE;
} }
BOOL vshader_input_is_color(
IWineD3DVertexShader* iface,
unsigned int regnum) {
IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
DWORD usage_token = This->semantics_in[regnum].usage;
DWORD usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
DWORD usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
int i;
for(i = 0; i < This->num_swizzled_attribs; i++) {
if(This->swizzled_attribs[i].usage == usage &&
This->swizzled_attribs[i].idx == usage_idx) {
return TRUE;
}
}
return FALSE;
}
static inline void find_swizzled_attribs(IWineD3DVertexDeclaration *declaration, IWineD3DVertexShaderImpl *This) {
UINT num = 0, i, j;
UINT numoldswizzles = This->num_swizzled_attribs;
IWineD3DVertexDeclarationImpl *decl = (IWineD3DVertexDeclarationImpl *) declaration;
DWORD usage_token, usage, usage_idx;
BOOL found;
attrib_declaration oldswizzles[sizeof(This->swizzled_attribs) / sizeof(This->swizzled_attribs[0])];
/* Back up the old swizzles to keep attributes that are undefined in the current declaration */
memcpy(oldswizzles, This->swizzled_attribs, sizeof(oldswizzles));
memset(This->swizzled_attribs, 0, sizeof(This->swizzled_attribs[0]) * MAX_ATTRIBS);
for(i = 0; i < decl->num_swizzled_attribs; i++) {
for(j = 0; j < MAX_ATTRIBS; j++) {
if(!This->baseShader.reg_maps.attributes[j]) continue;
usage_token = This->semantics_in[j].usage;
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
if(decl->swizzled_attribs[i].usage == usage &&
decl->swizzled_attribs[i].idx == usage_idx) {
This->swizzled_attribs[num].usage = usage;
This->swizzled_attribs[num].idx = usage_idx;
num++;
}
}
}
/* Add previously converted attributes back in if they are not defined in the current declaration */
for(i = 0; i < numoldswizzles; i++) {
found = FALSE;
for(j = 0; j < decl->declarationWNumElements; j++) {
if(oldswizzles[i].usage == decl->pDeclarationWine[j].Usage &&
oldswizzles[i].idx == decl->pDeclarationWine[j].UsageIndex) {
found = TRUE;
}
}
if(found) {
/* This previously converted attribute is declared in the current declaration. Either it is
* already in the new array, or it should not be there. Skip it
*/
continue;
}
/* We have a previously swizzled attribute that is not defined by the current vertex declaration.
* Insert it into the new conversion array to keep it in the old defined state. Otherwise we end up
* recompiling if the old decl is used again because undefined attributes are reset to no swizzling.
* In the reverse way(attribute was not swizzled and is not declared in new declaration) the attrib
* stays unswizzled as well because it isn't found in the oldswizzles array
*/
for(j = 0; j < num; j++) {
if(oldswizzles[i].usage > This->swizzled_attribs[j].usage || (
oldswizzles[i].usage == This->swizzled_attribs[j].usage &&
oldswizzles[i].idx > This->swizzled_attribs[j].idx)) {
memmove(&This->swizzled_attribs[j + 1], &This->swizzled_attribs[j],
sizeof(This->swizzled_attribs) - (sizeof(This->swizzled_attribs[0]) * (j + 1)));
break;
}
}
This->swizzled_attribs[j].usage = oldswizzles[i].usage;
This->swizzled_attribs[j].idx = oldswizzles[i].idx;
num++;
}
TRACE("New swizzled attributes array\n");
for(i = 0; i < num; i++) {
TRACE("%d: %s(%d), %d\n", i, debug_d3ddeclusage(This->swizzled_attribs[i].usage),
This->swizzled_attribs[i].usage, This->swizzled_attribs[i].idx);
}
This->num_swizzled_attribs = num;
}
/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB /** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
or GLSL and send it to the card */ or GLSL and send it to the card */
static void IWineD3DVertexShaderImpl_GenerateShader(IWineD3DVertexShader *iface, static void IWineD3DVertexShaderImpl_GenerateShader(IWineD3DVertexShader *iface,
const struct shader_reg_maps* reg_maps, const DWORD *pFunction) const struct shader_reg_maps* reg_maps, const DWORD *pFunction)
{ {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
IWineD3DVertexDeclaration *decl = ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexDecl;
SHADER_BUFFER buffer; SHADER_BUFFER buffer;
find_swizzled_attribs(decl, This); This->swizzle_map = ((IWineD3DDeviceImpl *)This->baseShader.device)->strided_streams.swizzle_map;
shader_buffer_init(&buffer); shader_buffer_init(&buffer);
((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_vshader(iface, &buffer); ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_vshader(iface, &buffer);
@ -516,56 +418,8 @@ static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertex
return WINED3D_OK; return WINED3D_OK;
} }
static inline BOOL swizzled_attribs_differ(IWineD3DVertexShaderImpl *This, IWineD3DVertexDeclarationImpl *vdecl) {
UINT i, j, k;
BOOL found;
DWORD usage_token;
DWORD usage;
DWORD usage_idx;
for(i = 0; i < vdecl->declarationWNumElements; i++) {
/* Ignore tesselated streams and the termination entry(position0, stream 255, unused) */
if(vdecl->pDeclarationWine[i].Stream >= MAX_STREAMS ||
vdecl->pDeclarationWine[i].Type == WINED3DDECLTYPE_UNUSED) continue;
for(j = 0; j < MAX_ATTRIBS; j++) {
if(!This->baseShader.reg_maps.attributes[j]) continue;
usage_token = This->semantics_in[j].usage;
usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
if(vdecl->pDeclarationWine[i].Usage != usage ||
vdecl->pDeclarationWine[i].UsageIndex != usage_idx) {
continue;
}
found = FALSE;
for(k = 0; k < This->num_swizzled_attribs; k++) {
if(This->swizzled_attribs[k].usage == usage &&
This->swizzled_attribs[k].idx == usage_idx) {
found = TRUE;
}
}
if(!found && vdecl->pDeclarationWine[i].Type == WINED3DDECLTYPE_D3DCOLOR) {
TRACE("Attribute %s%d is D3DCOLOR now but wasn't before\n",
debug_d3ddeclusage(usage), usage_idx);
return TRUE;
}
if( found && vdecl->pDeclarationWine[i].Type != WINED3DDECLTYPE_D3DCOLOR) {
TRACE("Attribute %s%d was D3DCOLOR before but is not any more\n",
debug_d3ddeclusage(usage), usage_idx);
return TRUE;
}
}
}
return FALSE;
}
HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) { HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
IWineD3DVertexDeclarationImpl *vdecl;
CONST DWORD *function = This->baseShader.function; CONST DWORD *function = This->baseShader.function;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device; IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
@ -573,20 +427,10 @@ HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
/* We're already compiled. */ /* We're already compiled. */
if (This->baseShader.is_compiled) { if (This->baseShader.is_compiled) {
vdecl = (IWineD3DVertexDeclarationImpl *) deviceImpl->stateBlock->vertexDecl; if ((This->swizzle_map & deviceImpl->strided_streams.use_map) != deviceImpl->strided_streams.swizzle_map)
{
if(This->num_swizzled_attribs != vdecl->num_swizzled_attribs || WARN("Recompiling vertex shader %p due to D3DCOLOR input changes\n", This);
memcmp(This->swizzled_attribs, vdecl->swizzled_attribs, sizeof(vdecl->swizzled_attribs[0]) * This->num_swizzled_attribs) != 0) { goto recompile;
/* The swizzled attributes differ between shader and declaration. This doesn't necessarily mean
* we have to recompile, but we have to take a deeper look at see if the attribs that differ
* are declared in the decl and used in the shader
*/
if(swizzled_attribs_differ(This, vdecl)) {
WARN("Recompiling vertex shader %p due to D3DCOLOR input changes\n", This);
goto recompile;
}
WARN("Swizzled attribute validation required an expensive comparison\n");
} }
return WINED3D_OK; return WINED3D_OK;

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@ -1711,11 +1711,6 @@ BOOL palette9_changed(IWineD3DSurfaceImpl *This);
/***************************************************************************** /*****************************************************************************
* IWineD3DVertexDeclaration implementation structure * IWineD3DVertexDeclaration implementation structure
*/ */
typedef struct attrib_declaration {
DWORD usage;
DWORD idx;
} attrib_declaration;
#define MAX_ATTRIBS 16 #define MAX_ATTRIBS 16
typedef struct IWineD3DVertexDeclarationImpl { typedef struct IWineD3DVertexDeclarationImpl {
@ -1734,10 +1729,6 @@ typedef struct IWineD3DVertexDeclarationImpl {
UINT num_streams; UINT num_streams;
BOOL position_transformed; BOOL position_transformed;
BOOL half_float_conv_needed; BOOL half_float_conv_needed;
/* Ordered array of declaration types that need swizzling in a vshader */
attrib_declaration swizzled_attribs[MAX_ATTRIBS];
UINT num_swizzled_attribs;
} IWineD3DVertexDeclarationImpl; } IWineD3DVertexDeclarationImpl;
extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl; extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
@ -2182,10 +2173,6 @@ extern BOOL vshader_get_input(
BYTE usage_req, BYTE usage_idx_req, BYTE usage_req, BYTE usage_idx_req,
unsigned int* regnum); unsigned int* regnum);
extern BOOL vshader_input_is_color(
IWineD3DVertexShader* iface,
unsigned int regnum);
extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object); extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
/* GLSL helper functions */ /* GLSL helper functions */
@ -2337,9 +2324,7 @@ typedef struct IWineD3DVertexShaderImpl {
semantic semantics_in [MAX_ATTRIBS]; semantic semantics_in [MAX_ATTRIBS];
semantic semantics_out [MAX_REG_OUTPUT]; semantic semantics_out [MAX_REG_OUTPUT];
/* Ordered array of attributes that are swizzled */ WORD swizzle_map; /* MAX_ATTRIBS, 16 */
attrib_declaration swizzled_attribs [MAX_ATTRIBS];
UINT num_swizzled_attribs;
UINT min_rel_offset, max_rel_offset; UINT min_rel_offset, max_rel_offset;
UINT rel_offset; UINT rel_offset;

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@ -1884,6 +1884,8 @@ typedef struct WineDirect3DVertexStridedData
} u; } u;
BOOL position_transformed; BOOL position_transformed;
WORD swizzle_map; /* MAX_ATTRIBS, 16 */
WORD use_map; /* MAX_ATTRIBS, 16 */
} WineDirect3DVertexStridedData; } WineDirect3DVertexStridedData;
typedef struct _WINED3DVSHADERCAPS2_0 typedef struct _WINED3DVSHADERCAPS2_0