From a85a5ffb1b52d24238c0416a96c7a255b21e219f Mon Sep 17 00:00:00 2001 From: "H. Verbeet" Date: Tue, 8 Jul 2008 21:44:20 +0200 Subject: [PATCH] wined3d: Store the glsl program lookup table in the backend's private data. --- dlls/wined3d/device.c | 2 -- dlls/wined3d/glsl_shader.c | 31 ++++++++++++++++--------------- dlls/wined3d/wined3d_private.h | 4 +--- 3 files changed, 17 insertions(+), 20 deletions(-) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 74bb67670fa..3f94a3fdd9f 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -173,8 +173,6 @@ static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) { GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo)); } - if (This->glsl_program_lookup) hash_table_destroy(This->glsl_program_lookup); - /* TODO: Clean up all the surfaces and textures! */ /* NOTE: You must release the parent if the object was created via a callback ** ***************************/ diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 6e21f178871..070aecb06c5 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2782,35 +2782,33 @@ void pshader_glsl_input_pack( * Vertex Shader Specific Code begins here ********************************************/ -static void add_glsl_program_entry(IWineD3DDeviceImpl *device, struct glsl_shader_prog_link *entry) { +static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) { glsl_program_key_t *key; key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t)); key->vshader = entry->vshader; key->pshader = entry->pshader; - hash_table_put(device->glsl_program_lookup, key, entry); + hash_table_put(priv->glsl_program_lookup, key, entry); } -static struct glsl_shader_prog_link *get_glsl_program_entry(IWineD3DDeviceImpl *device, +static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv, GLhandleARB vshader, GLhandleARB pshader) { glsl_program_key_t key; key.vshader = vshader; key.pshader = pshader; - return (struct glsl_shader_prog_link *)hash_table_get(device->glsl_program_lookup, &key); + return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key); } -void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry) { - IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - WineD3D_GL_Info *gl_info = &This->adapter->gl_info; +void delete_glsl_program_entry(struct shader_glsl_priv *priv, WineD3D_GL_Info *gl_info, struct glsl_shader_prog_link *entry) { glsl_program_key_t *key; key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t)); key->vshader = entry->vshader; key->pshader = entry->pshader; - hash_table_remove(This->glsl_program_lookup, key); + hash_table_remove(priv->glsl_program_lookup, key); GL_EXTCALL(glDeleteObjectARB(entry->programId)); if (entry->vshader) list_remove(&entry->vshader_entry); @@ -3158,7 +3156,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0; GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0; - entry = get_glsl_program_entry(This, vshader_id, pshader_id); + entry = get_glsl_program_entry(priv, vshader_id, pshader_id); if (entry) { priv->glsl_program = entry; return; @@ -3174,7 +3172,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use entry->vshader = vshader_id; entry->pshader = pshader_id; /* Add the hash table entry */ - add_glsl_program_entry(This, entry); + add_glsl_program_entry(priv, entry); /* Set the current program */ priv->glsl_program = entry; @@ -3420,7 +3418,9 @@ static void shader_glsl_cleanup(IWineD3DDevice *iface) { static void shader_glsl_destroy(IWineD3DBaseShader *iface) { struct list *linked_programs; IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface; - WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info; + IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device; + struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv; + WineD3D_GL_Info *gl_info = &device->adapter->gl_info; /* Note: Do not use QueryInterface here to find out which shader type this is because this code * can be called from IWineD3DBaseShader::Release @@ -3436,11 +3436,11 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) { if(pshader) { LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) { - delete_glsl_program_entry(This->baseShader.device, entry); + delete_glsl_program_entry(priv, gl_info, entry); } } else { LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) { - delete_glsl_program_entry(This->baseShader.device, entry); + delete_glsl_program_entry(priv, gl_info, entry); } } } @@ -3475,8 +3475,9 @@ static BOOL glsl_program_key_compare(void *keya, void *keyb) { 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); + struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv)); + priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare); + This->shader_priv = priv; return WINED3D_OK; } diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index b6377d3c307..cb019c7eb00 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -310,6 +310,7 @@ extern const shader_backend_t none_shader_backend; /* GLSL shader private data */ struct shader_glsl_priv { + hash_table_t *glsl_program_lookup; struct glsl_shader_prog_link *glsl_program; GLhandleARB depth_blt_glsl_program_id; }; @@ -824,7 +825,6 @@ struct IWineD3DDeviceImpl int vs_selected_mode; int ps_selected_mode; const shader_backend_t *shader_backend; - hash_table_t *glsl_program_lookup; void *shader_priv; struct StateEntry StateTable[STATE_HIGHEST + 1]; /* Array of functions for states which are handled by more than one pipeline part */ @@ -1991,8 +1991,6 @@ extern const SHADER_OPCODE* shader_get_opcode( IWineD3DBaseShader *iface, const DWORD code); -void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry); - /* Vertex shader utility functions */ extern BOOL vshader_get_input( IWineD3DVertexShader* iface,