wined3d: Move the shader backend selection into a separate function.

This commit is contained in:
Stefan Dösinger 2008-03-18 19:37:53 +01:00 committed by Alexandre Julliard
parent a66fb40d83
commit 6d5f562dcf
2 changed files with 39 additions and 30 deletions

View File

@ -2638,6 +2638,22 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface,
return WINED3D_OK;
}
static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
const shader_backend_t *ret;
int vs_selected_mode;
int ps_selected_mode;
select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
ret = &glsl_shader_backend;
} else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
ret = &arb_program_shader_backend;
} else {
ret = &none_shader_backend;
}
return ret;
}
/* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
subset of a D3DCAPS9 structure. However, it has to come via a void *
as the d3d8 interface cannot import the d3d9 header */
@ -3221,27 +3237,6 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
return WINED3D_OK;
}
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;
hash += ~(hash << 15);
hash ^= (hash >> 10);
hash += (hash << 3);
hash ^= (hash >> 6);
hash += ~(hash << 11);
hash ^= (hash >> 16);
return hash;
}
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;
}
/* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
and fields being inserted in the middle, a new structure is used in place */
static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
@ -3302,15 +3297,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
object->devType = DeviceType;
select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
object->shader_backend = &glsl_shader_backend;
object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
} else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
object->shader_backend = &arb_program_shader_backend;
} else {
object->shader_backend = &none_shader_backend;
}
if(FAILED(object->shader_backend->shader_alloc_private((IWineD3DDevice *) object))) {
object->shader_backend = select_shader_backend(Adapter, DeviceType); if(FAILED(object->shader_backend->shader_alloc_private((IWineD3DDevice *) object))) {
IWineD3D_Release(object->wineD3D);
HeapFree(GetProcessHeap(), 0, object);
*ppReturnedDeviceInterface = NULL;

View File

@ -3346,9 +3346,31 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
This->baseShader.is_compiled = FALSE;
}
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;
hash += ~(hash << 15);
hash ^= (hash >> 10);
hash += (hash << 3);
hash ^= (hash >> 6);
hash += ~(hash << 11);
hash ^= (hash >> 16);
return hash;
}
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;
}
static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
This->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
return WINED3D_OK;
}