wined3d: Manage vs_compile_args in the backends.
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814dd42f25
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aad92c0780
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@ -108,6 +108,16 @@ struct arb_pshader_private {
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UINT num_gl_shaders, shader_array_size;
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};
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struct arb_vs_compiled_shader {
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struct vs_compile_args args;
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GLuint prgId;
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};
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struct arb_vshader_private {
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struct arb_vs_compiled_shader *gl_shaders;
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UINT num_gl_shaders, shader_array_size;
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};
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/********************************************************
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* ARB_[vertex/fragment]_program helper functions follow
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********************************************************/
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@ -2220,7 +2230,7 @@ static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_
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GLuint ret;
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if(!shader->backend_priv) {
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shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arb_pshader_private));
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shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
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}
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shader_data = shader->backend_priv;
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@ -2276,32 +2286,38 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
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static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
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{
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UINT i;
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DWORD new_size = shader->shader_array_size;
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struct vs_compiled_shader *new_array;
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DWORD new_size;
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struct arb_vs_compiled_shader *new_array;
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DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
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SHADER_BUFFER buffer;
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struct arb_vshader_private *shader_data;
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GLuint ret;
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if(!shader->backend_priv) {
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shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
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}
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shader_data = shader->backend_priv;
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/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
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* so a linear search is more performant than a hashmap or a binary search
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* (cache coherency etc)
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*/
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for(i = 0; i < shader->num_gl_shaders; i++) {
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if(vs_args_equal(&shader->gl_shaders[i].args, args, use_map)) {
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return shader->gl_shaders[i].prgId;
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for(i = 0; i < shader_data->num_gl_shaders; i++) {
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if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
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return shader_data->gl_shaders[i].prgId;
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}
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}
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TRACE("No matching GL shader found, compiling a new shader\n");
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if(shader->shader_array_size == shader->num_gl_shaders) {
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if (shader->num_gl_shaders)
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if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
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if (shader_data->num_gl_shaders)
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{
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new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
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new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
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new_size * sizeof(*shader->gl_shaders));
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new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
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new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
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new_size * sizeof(*shader_data->gl_shaders));
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} else {
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new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
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new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
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new_size = 1;
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}
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@ -2309,16 +2325,16 @@ static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct vs
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ERR("Out of memory\n");
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return 0;
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}
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shader->gl_shaders = new_array;
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shader->shader_array_size = new_size;
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shader_data->gl_shaders = new_array;
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shader_data->shader_array_size = new_size;
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}
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shader->gl_shaders[shader->num_gl_shaders].args = *args;
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shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
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shader_buffer_init(&buffer);
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ret = shader_arb_generate_vshader(shader, &buffer, args);
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shader_buffer_free(&buffer);
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shader->gl_shaders[shader->num_gl_shaders++].prgId = ret;
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shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
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return ret;
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}
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@ -2451,18 +2467,19 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
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This->backend_priv = NULL;
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} else {
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
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struct arb_vshader_private *shader_data = This->backend_priv;
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UINT i;
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if(!shader_data) return; /* This can happen if a shader was never compiled */
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ENTER_GL();
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for(i = 0; i < This->num_gl_shaders; i++) {
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GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
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checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
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for(i = 0; i < shader_data->num_gl_shaders; i++) {
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GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
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checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
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}
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LEAVE_GL();
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HeapFree(GetProcessHeap(), 0, This->gl_shaders);
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This->gl_shaders = NULL;
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This->num_gl_shaders = 0;
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This->shader_array_size = 0;
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HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
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HeapFree(GetProcessHeap(), 0, shader_data);
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This->backend_priv = NULL;
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}
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}
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@ -139,6 +139,18 @@ struct glsl_pshader_private
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UINT num_gl_shaders, shader_array_size;
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};
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struct glsl_vs_compiled_shader
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{
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struct vs_compile_args args;
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GLhandleARB prgId;
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};
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struct glsl_vshader_private
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{
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struct glsl_vs_compiled_shader *gl_shaders;
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UINT num_gl_shaders, shader_array_size;
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};
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/* Extract a line from the info log.
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* Note that this modifies the source string. */
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static char *get_info_log_line(char **ptr)
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@ -3807,7 +3819,7 @@ static GLhandleARB find_glsl_pshader(IWineD3DPixelShaderImpl *shader, const stru
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GLhandleARB ret;
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if(!shader->backend_priv) {
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shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct glsl_pshader_private));
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shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
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}
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shader_data = shader->backend_priv;
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@ -3863,32 +3875,38 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
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static GLhandleARB find_glsl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
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{
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UINT i;
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DWORD new_size = shader->shader_array_size;
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struct vs_compiled_shader *new_array;
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DWORD new_size;
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struct glsl_vs_compiled_shader *new_array;
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DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
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SHADER_BUFFER buffer;
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struct glsl_vshader_private *shader_data;
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GLhandleARB ret;
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if(!shader->backend_priv) {
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shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
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}
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shader_data = shader->backend_priv;
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/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
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* so a linear search is more performant than a hashmap or a binary search
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* (cache coherency etc)
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*/
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for(i = 0; i < shader->num_gl_shaders; i++) {
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if(vs_args_equal(&shader->gl_shaders[i].args, args, use_map)) {
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return shader->gl_shaders[i].prgId;
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for(i = 0; i < shader_data->num_gl_shaders; i++) {
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if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
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return shader_data->gl_shaders[i].prgId;
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}
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}
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TRACE("No matching GL shader found, compiling a new shader\n");
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if(shader->shader_array_size == shader->num_gl_shaders) {
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if (shader->num_gl_shaders)
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if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
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if (shader_data->num_gl_shaders)
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{
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new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
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new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
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new_size * sizeof(*shader->gl_shaders));
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new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
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new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
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new_size * sizeof(*shader_data->gl_shaders));
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} else {
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new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
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new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
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new_size = 1;
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}
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@ -3896,16 +3914,16 @@ static GLhandleARB find_glsl_vshader(IWineD3DVertexShaderImpl *shader, const str
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ERR("Out of memory\n");
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return 0;
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}
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shader->gl_shaders = new_array;
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shader->shader_array_size = new_size;
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shader_data->gl_shaders = new_array;
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shader_data->shader_array_size = new_size;
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}
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shader->gl_shaders[shader->num_gl_shaders].args = *args;
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shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
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shader_buffer_init(&buffer);
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ret = shader_glsl_generate_vshader(shader, &buffer, args);
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shader_buffer_free(&buffer);
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shader->gl_shaders[shader->num_gl_shaders++].prgId = ret;
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shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
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return ret;
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}
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@ -4295,8 +4313,16 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
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LEAVE_GL();
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}
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} else {
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struct glsl_vshader_private *shader_data;
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vs = (IWineD3DVertexShaderImpl *) This;
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if(vs->num_gl_shaders == 0) return;
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shader_data = vs->backend_priv;
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if(!shader_data || shader_data->num_gl_shaders == 0)
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{
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HeapFree(GetProcessHeap(), 0, shader_data);
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vs->backend_priv = NULL;
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return;
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}
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if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
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{
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ENTER_GL();
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@ -4340,18 +4366,18 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
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ps->backend_priv = NULL;
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} else {
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UINT i;
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struct glsl_vshader_private *shader_data = vs->backend_priv;
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ENTER_GL();
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for(i = 0; i < vs->num_gl_shaders; i++) {
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TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId);
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GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId));
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for(i = 0; i < shader_data->num_gl_shaders; i++) {
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TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
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GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
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checkGLcall("glDeleteObjectARB");
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}
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LEAVE_GL();
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HeapFree(GetProcessHeap(), 0, vs->gl_shaders);
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vs->gl_shaders = NULL;
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vs->num_gl_shaders = 0;
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vs->shader_array_size = 0;
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HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
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HeapFree(GetProcessHeap(), 0, shader_data);
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vs->backend_priv = NULL;
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}
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}
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@ -2653,12 +2653,6 @@ static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD
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/*****************************************************************************
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* IDirect3DVertexShader implementation structures
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*/
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struct vs_compiled_shader {
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struct vs_compile_args args;
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GLuint prgId;
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};
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typedef struct IWineD3DVertexShaderImpl {
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/* IUnknown parts*/
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const IWineD3DVertexShaderVtbl *lpVtbl;
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@ -2672,8 +2666,7 @@ typedef struct IWineD3DVertexShaderImpl {
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DWORD usage;
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/* The GL shader */
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struct vs_compiled_shader *gl_shaders;
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UINT num_gl_shaders, shader_array_size;
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void *backend_priv;
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/* Vertex shader input and output semantics */
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struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
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