wined3d: Add GLSL helper functions to Device.

- Add functions to attach & detach shader objects, create and delete programs, and maintain the list of programs.
- Add a list of GLSL shader programs to the device which is initialized on Init3D(), and deleted on Release().
This commit is contained in:
Jason Green 2006-06-09 03:36:55 -04:00 committed by Alexandre Julliard
parent ca7976c34f
commit b67cda248d
1 changed files with 187 additions and 0 deletions

View File

@ -24,12 +24,14 @@
*/
#include "config.h"
#include <stdio.h>
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
/* Define the default light parameters as specified by MSDN */
@ -238,6 +240,183 @@ static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightIn
glPopMatrix();
}
/**********************************************************
* GLSL helper functions follow
**********************************************************/
/** Attach a GLSL pixel or vertex shader object to the shader program */
static void attach_glsl_shader(IWineD3DDevice *iface, IWineD3DBaseShader* shader) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLhandleARB shaderObj = ((IWineD3DBaseShaderImpl*)shader)->baseShader.prgId;
if (This->stateBlock->shaderPrgId != 0 && shaderObj != 0) {
TRACE_(d3d_shader)("Attaching GLSL shader object %u to program %u\n", shaderObj, This->stateBlock->shaderPrgId);
GL_EXTCALL(glAttachObjectARB(This->stateBlock->shaderPrgId, shaderObj));
checkGLcall("glAttachObjectARB");
}
}
/** Sets the GLSL program ID for the given pixel and vertex shader combination.
* It sets the programId on the current StateBlock (because it should be called
* inside of the DrawPrimitive() part of the render loop).
*
* If a program for the given combination does not exist, create one, and store
* the program in the list. If it creates a program, it will link the given
* objects, too.
*
* We keep the shader programs around on a list because linking
* shader objects together is an expensive operation. It's much
* faster to loop through a list of pre-compiled & linked programs
* each time that the application sets a new pixel or vertex shader
* than it is to re-link them together at that time.
*
* The list will be deleted in IWineD3DDevice::Release().
*/
void set_glsl_shader_program(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
struct glsl_shader_prog_link *curLink = NULL;
struct glsl_shader_prog_link *newLink = NULL;
struct list *ptr = NULL;
GLhandleARB programId = 0;
if (NULL == vshader && NULL == pshader) {
/* No pixel or vertex shader specified */
This->stateBlock->shaderPrgId = 0;
return;
}
ptr = list_head( &This->glsl_shader_progs );
while (ptr) {
/* At least one program exists - see if it matches our ps/vs combination */
curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
if (vshader == curLink->vertexShader && pshader == curLink->pixelShader) {
/* Existing Program found, use it */
TRACE_(d3d_shader)("Found existing program (%u) for this vertex/pixel shader combination\n",
curLink->programId);
This->stateBlock->shaderPrgId = curLink->programId;
return;
}
/* This isn't the entry we need - try the next one */
ptr = list_next( &This->glsl_shader_progs, ptr );
}
/* If we get to this point, then no matching program exists, so we create one */
programId = GL_EXTCALL(glCreateProgramObjectARB());
TRACE_(d3d_shader)("Created new GLSL shader program %u\n", programId);
This->stateBlock->shaderPrgId = programId;
if (NULL != vshader) {
int i;
int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
char tmp_name[10];
attach_glsl_shader(iface, (IWineD3DBaseShader*)vshader);
/* Bind vertex attributes to a corresponding index number to match
* the same index numbers as ARB_vertex_programs (makes loading
* vertex attributes simpler). With this method, we can use the
* exact same code to load the attributes later for both ARB and
* GLSL shaders.
*
* We have to do this here because we need to know the Program ID
* in order to make the bindings work, and it has to be done prior
* to linking the GLSL program. */
for (i = 0; i < max_attribs; ++i) {
snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
}
checkGLcall("glBindAttribLocationARB");
}
if (NULL != pshader) {
attach_glsl_shader(iface, (IWineD3DBaseShader*)pshader);
}
/* Link the program */
TRACE_(d3d_shader)("Linking GLSL shader program %u\n", programId);
GL_EXTCALL(glLinkProgramARB(programId));
print_glsl_info_log(&GLINFO_LOCATION, programId);
/* Now, we add a list item to associate this program with the vertex and
* pixel shaders that it is attached to.
*
* These list items will be deleted when the device is released.
*/
newLink = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
newLink->programId = programId;
newLink->pixelShader = pshader;
newLink->vertexShader = vshader;
list_add_head( &This->glsl_shader_progs, &newLink->entry);
return;
}
/** Detach the GLSL pixel or vertex shader object from the shader program */
static void detach_glsl_shader(IWineD3DDevice *iface, GLhandleARB shaderObj, GLhandleARB programId) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
if (shaderObj != 0 && programId != 0) {
TRACE_(d3d_shader)("Detaching GLSL shader object %u from program %u\n", shaderObj, programId);
GL_EXTCALL(glDetachObjectARB(programId, shaderObj));
checkGLcall("glDetachObjectARB");
}
}
/** Delete a GLSL shader program */
static void delete_glsl_shader_program(IWineD3DDevice *iface, GLhandleARB obj) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
if (obj != 0) {
TRACE_(d3d_shader)("Deleting GLSL shader program %u\n", obj);
GL_EXTCALL(glDeleteObjectARB(obj));
checkGLcall("glDeleteObjectARB");
}
}
/** Delete the list of linked programs this shader is associated with.
* Also at this point, check to see if there are any objects left attached
* to each GLSL program. If not, delete the GLSL program object.
* This will be run when a device is released. */
static void delete_glsl_shader_list(IWineD3DDevice* iface) {
struct list *ptr = NULL;
struct glsl_shader_prog_link *curLink = NULL;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int numAttached = 0;
int i;
GLhandleARB objList[2]; /* There should never be more than 2 objects attached
(one pixel shader and one vertex shader at most) */
ptr = list_head( &This->glsl_shader_progs );
while (ptr) {
/* First, get the current item,
* save the link to the next pointer,
* detach and delete shader objects,
* then de-allocate the list item's memory */
curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
ptr = list_next( &This->glsl_shader_progs, ptr );
/* See if this object is still attached to the program - it may have been detached already */
GL_EXTCALL(glGetAttachedObjectsARB(curLink->programId, 2, &numAttached, objList));
TRACE_(d3d_shader)("%i GLSL objects are currently attached to program %u\n", numAttached, curLink->programId);
for (i = 0; i < numAttached; i++) {
detach_glsl_shader(iface, objList[i], curLink->programId);
}
delete_glsl_shader_program(iface, curLink->programId);
/* Free the memory for this list item */
HeapFree(GetProcessHeap(), 0, curLink);
}
}
/* Apply the current values to the specified texture stage */
void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD Flags) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@ -387,6 +566,11 @@ ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
/* NOTE: You must release the parent if the object was created via a callback
** ***************************/
/* Delete any GLSL shader programs that may exist */
if (wined3d_settings.shader_mode == SHADER_GLSL) {
delete_glsl_shader_list(iface);
}
/* Release the update stateblock */
if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
if(This->updateStateBlock != This->stateBlock)
@ -1737,6 +1921,9 @@ HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_P
#endif
LEAVE_GL();
/* Initialize our list of GLSL programs */
list_init(&This->glsl_shader_progs);
{ /* Set a default viewport */
D3DVIEWPORT9 vp;
vp.X = 0;