wined3d: Manage vs_compile_args in the backends.

This commit is contained in:
Stefan Dösinger 2009-05-26 21:06:37 +02:00 committed by Alexandre Julliard
parent 814dd42f25
commit aad92c0780
3 changed files with 91 additions and 55 deletions

View File

@ -108,6 +108,16 @@ struct arb_pshader_private {
UINT num_gl_shaders, shader_array_size; UINT num_gl_shaders, shader_array_size;
}; };
struct arb_vs_compiled_shader {
struct vs_compile_args args;
GLuint prgId;
};
struct arb_vshader_private {
struct arb_vs_compiled_shader *gl_shaders;
UINT num_gl_shaders, shader_array_size;
};
/******************************************************** /********************************************************
* ARB_[vertex/fragment]_program helper functions follow * ARB_[vertex/fragment]_program helper functions follow
********************************************************/ ********************************************************/
@ -2220,7 +2230,7 @@ static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_
GLuint ret; GLuint ret;
if(!shader->backend_priv) { if(!shader->backend_priv) {
shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct arb_pshader_private)); shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
} }
shader_data = shader->backend_priv; shader_data = shader->backend_priv;
@ -2276,32 +2286,38 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args) static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
{ {
UINT i; UINT i;
DWORD new_size = shader->shader_array_size; DWORD new_size;
struct vs_compiled_shader *new_array; struct arb_vs_compiled_shader *new_array;
DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map; DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
SHADER_BUFFER buffer; SHADER_BUFFER buffer;
struct arb_vshader_private *shader_data;
GLuint ret; GLuint ret;
if(!shader->backend_priv) {
shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
}
shader_data = shader->backend_priv;
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
* so a linear search is more performant than a hashmap or a binary search * so a linear search is more performant than a hashmap or a binary search
* (cache coherency etc) * (cache coherency etc)
*/ */
for(i = 0; i < shader->num_gl_shaders; i++) { for(i = 0; i < shader_data->num_gl_shaders; i++) {
if(vs_args_equal(&shader->gl_shaders[i].args, args, use_map)) { if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
return shader->gl_shaders[i].prgId; return shader_data->gl_shaders[i].prgId;
} }
} }
TRACE("No matching GL shader found, compiling a new shader\n"); TRACE("No matching GL shader found, compiling a new shader\n");
if(shader->shader_array_size == shader->num_gl_shaders) { if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
if (shader->num_gl_shaders) if (shader_data->num_gl_shaders)
{ {
new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2); new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders, new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
new_size * sizeof(*shader->gl_shaders)); new_size * sizeof(*shader_data->gl_shaders));
} else { } else {
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders)); new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
new_size = 1; new_size = 1;
} }
@ -2309,16 +2325,16 @@ static GLuint find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct vs
ERR("Out of memory\n"); ERR("Out of memory\n");
return 0; return 0;
} }
shader->gl_shaders = new_array; shader_data->gl_shaders = new_array;
shader->shader_array_size = new_size; shader_data->shader_array_size = new_size;
} }
shader->gl_shaders[shader->num_gl_shaders].args = *args; shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
shader_buffer_init(&buffer); shader_buffer_init(&buffer);
ret = shader_arb_generate_vshader(shader, &buffer, args); ret = shader_arb_generate_vshader(shader, &buffer, args);
shader_buffer_free(&buffer); shader_buffer_free(&buffer);
shader->gl_shaders[shader->num_gl_shaders++].prgId = ret; shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
return ret; return ret;
} }
@ -2451,18 +2467,19 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
This->backend_priv = NULL; This->backend_priv = NULL;
} else { } else {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface; IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
struct arb_vshader_private *shader_data = This->backend_priv;
UINT i; UINT i;
if(!shader_data) return; /* This can happen if a shader was never compiled */
ENTER_GL(); ENTER_GL();
for(i = 0; i < This->num_gl_shaders; i++) { for(i = 0; i < shader_data->num_gl_shaders; i++) {
GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId)); GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))"); checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
} }
LEAVE_GL(); LEAVE_GL();
HeapFree(GetProcessHeap(), 0, This->gl_shaders); HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
This->gl_shaders = NULL; HeapFree(GetProcessHeap(), 0, shader_data);
This->num_gl_shaders = 0; This->backend_priv = NULL;
This->shader_array_size = 0;
} }
} }

View File

@ -139,6 +139,18 @@ struct glsl_pshader_private
UINT num_gl_shaders, shader_array_size; UINT num_gl_shaders, shader_array_size;
}; };
struct glsl_vs_compiled_shader
{
struct vs_compile_args args;
GLhandleARB prgId;
};
struct glsl_vshader_private
{
struct glsl_vs_compiled_shader *gl_shaders;
UINT num_gl_shaders, shader_array_size;
};
/* Extract a line from the info log. /* Extract a line from the info log.
* Note that this modifies the source string. */ * Note that this modifies the source string. */
static char *get_info_log_line(char **ptr) static char *get_info_log_line(char **ptr)
@ -3807,7 +3819,7 @@ static GLhandleARB find_glsl_pshader(IWineD3DPixelShaderImpl *shader, const stru
GLhandleARB ret; GLhandleARB ret;
if(!shader->backend_priv) { if(!shader->backend_priv) {
shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct glsl_pshader_private)); shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
} }
shader_data = shader->backend_priv; shader_data = shader->backend_priv;
@ -3863,32 +3875,38 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
static GLhandleARB find_glsl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args) static GLhandleARB find_glsl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
{ {
UINT i; UINT i;
DWORD new_size = shader->shader_array_size; DWORD new_size;
struct vs_compiled_shader *new_array; struct glsl_vs_compiled_shader *new_array;
DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map; DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
SHADER_BUFFER buffer; SHADER_BUFFER buffer;
struct glsl_vshader_private *shader_data;
GLhandleARB ret; GLhandleARB ret;
if(!shader->backend_priv) {
shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
}
shader_data = shader->backend_priv;
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
* so a linear search is more performant than a hashmap or a binary search * so a linear search is more performant than a hashmap or a binary search
* (cache coherency etc) * (cache coherency etc)
*/ */
for(i = 0; i < shader->num_gl_shaders; i++) { for(i = 0; i < shader_data->num_gl_shaders; i++) {
if(vs_args_equal(&shader->gl_shaders[i].args, args, use_map)) { if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
return shader->gl_shaders[i].prgId; return shader_data->gl_shaders[i].prgId;
} }
} }
TRACE("No matching GL shader found, compiling a new shader\n"); TRACE("No matching GL shader found, compiling a new shader\n");
if(shader->shader_array_size == shader->num_gl_shaders) { if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
if (shader->num_gl_shaders) if (shader_data->num_gl_shaders)
{ {
new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2); new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders, new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
new_size * sizeof(*shader->gl_shaders)); new_size * sizeof(*shader_data->gl_shaders));
} else { } else {
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders)); new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
new_size = 1; new_size = 1;
} }
@ -3896,16 +3914,16 @@ static GLhandleARB find_glsl_vshader(IWineD3DVertexShaderImpl *shader, const str
ERR("Out of memory\n"); ERR("Out of memory\n");
return 0; return 0;
} }
shader->gl_shaders = new_array; shader_data->gl_shaders = new_array;
shader->shader_array_size = new_size; shader_data->shader_array_size = new_size;
} }
shader->gl_shaders[shader->num_gl_shaders].args = *args; shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
shader_buffer_init(&buffer); shader_buffer_init(&buffer);
ret = shader_glsl_generate_vshader(shader, &buffer, args); ret = shader_glsl_generate_vshader(shader, &buffer, args);
shader_buffer_free(&buffer); shader_buffer_free(&buffer);
shader->gl_shaders[shader->num_gl_shaders++].prgId = ret; shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
return ret; return ret;
} }
@ -4295,8 +4313,16 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
LEAVE_GL(); LEAVE_GL();
} }
} else { } else {
struct glsl_vshader_private *shader_data;
vs = (IWineD3DVertexShaderImpl *) This; vs = (IWineD3DVertexShaderImpl *) This;
if(vs->num_gl_shaders == 0) return; shader_data = vs->backend_priv;
if(!shader_data || shader_data->num_gl_shaders == 0)
{
HeapFree(GetProcessHeap(), 0, shader_data);
vs->backend_priv = NULL;
return;
}
if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface) if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
{ {
ENTER_GL(); ENTER_GL();
@ -4340,18 +4366,18 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
ps->backend_priv = NULL; ps->backend_priv = NULL;
} else { } else {
UINT i; UINT i;
struct glsl_vshader_private *shader_data = vs->backend_priv;
ENTER_GL(); ENTER_GL();
for(i = 0; i < vs->num_gl_shaders; i++) { for(i = 0; i < shader_data->num_gl_shaders; i++) {
TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId); TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId)); GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
checkGLcall("glDeleteObjectARB"); checkGLcall("glDeleteObjectARB");
} }
LEAVE_GL(); LEAVE_GL();
HeapFree(GetProcessHeap(), 0, vs->gl_shaders); HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
vs->gl_shaders = NULL; HeapFree(GetProcessHeap(), 0, shader_data);
vs->num_gl_shaders = 0; vs->backend_priv = NULL;
vs->shader_array_size = 0;
} }
} }

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@ -2653,12 +2653,6 @@ static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD
/***************************************************************************** /*****************************************************************************
* IDirect3DVertexShader implementation structures * IDirect3DVertexShader implementation structures
*/ */
struct vs_compiled_shader {
struct vs_compile_args args;
GLuint prgId;
};
typedef struct IWineD3DVertexShaderImpl { typedef struct IWineD3DVertexShaderImpl {
/* IUnknown parts*/ /* IUnknown parts*/
const IWineD3DVertexShaderVtbl *lpVtbl; const IWineD3DVertexShaderVtbl *lpVtbl;
@ -2672,8 +2666,7 @@ typedef struct IWineD3DVertexShaderImpl {
DWORD usage; DWORD usage;
/* The GL shader */ /* The GL shader */
struct vs_compiled_shader *gl_shaders; void *backend_priv;
UINT num_gl_shaders, shader_array_size;
/* Vertex shader input and output semantics */ /* Vertex shader input and output semantics */
struct wined3d_shader_attribute attributes[MAX_ATTRIBS]; struct wined3d_shader_attribute attributes[MAX_ATTRIBS];