wined3d: Use the shader object ids as program key.

This commit is contained in:
Henri Verbeet 2012-11-05 21:38:24 +01:00 committed by Alexandre Julliard
parent 2889ec6bb0
commit b8bb2a4f85
1 changed files with 56 additions and 58 deletions

View File

@ -117,20 +117,16 @@ struct glsl_shader_prog_link {
GLint luminanceoffset_location[MAX_TEXTURES];
GLint ycorrection_location;
GLenum vertex_color_clamp;
const struct wined3d_shader *vshader;
const struct wined3d_shader *pshader;
struct vs_compile_args vs_args;
struct ps_compile_args ps_args;
GLhandleARB vs_id;
GLhandleARB ps_id;
UINT constant_version;
const struct ps_np2fixup_info *np2Fixup_info;
};
struct glsl_program_key
{
const struct wined3d_shader *vshader;
const struct wined3d_shader *pshader;
struct ps_compile_args ps_args;
struct vs_compile_args vs_args;
GLhandleARB vs_id;
GLhandleARB ps_id;
};
struct shader_glsl_ctx_priv {
@ -675,10 +671,10 @@ static void shader_glsl_load_np2fixup_constants(void *shader_priv,
/* NP2 texcoord fixup is (currently) only done for pixelshaders. */
if (!use_ps(state)) return;
if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
if (prog->np2Fixup_info && prog->np2Fixup_location != -1)
{
UINT i;
UINT fixup = prog->ps_args.np2_fixup;
UINT fixup = prog->np2Fixup_info->active;
GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
for (i = 0; fixup; fixup >>= 1, ++i)
@ -1088,6 +1084,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
}
fixup->num_consts = (cur + 1) >> 1;
fixup->active = ps_args->np2_fixup;
shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
}
@ -4103,10 +4100,8 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
{
struct glsl_program_key key;
key.vshader = entry->vshader;
key.pshader = entry->pshader;
key.vs_args = entry->vs_args;
key.ps_args = entry->ps_args;
key.vs_id = entry->vs_id;
key.ps_id = entry->ps_id;
if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
{
@ -4115,16 +4110,13 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
}
static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
const struct wined3d_shader *vshader, const struct wined3d_shader *pshader,
const struct vs_compile_args *vs_args, const struct ps_compile_args *ps_args)
GLhandleARB vs_id, GLhandleARB ps_id)
{
struct wine_rb_entry *entry;
struct glsl_program_key key;
key.vshader = vshader;
key.pshader = pshader;
key.vs_args = *vs_args;
key.ps_args = *ps_args;
key.vs_id = vs_id;
key.ps_id = ps_id;
entry = wine_rb_get(&priv->program_lookup, &key);
return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
@ -4136,15 +4128,15 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struc
{
struct glsl_program_key key;
key.vshader = entry->vshader;
key.pshader = entry->pshader;
key.vs_args = entry->vs_args;
key.ps_args = entry->ps_args;
key.vs_id = entry->vs_id;
key.ps_id = entry->ps_id;
wine_rb_remove(&priv->program_lookup, &key);
GL_EXTCALL(glDeleteObjectARB(entry->programId));
if (entry->vshader) list_remove(&entry->vshader_entry);
if (entry->pshader) list_remove(&entry->pshader_entry);
if (entry->vs_id)
list_remove(&entry->vshader_entry);
if (entry->ps_id)
list_remove(&entry->pshader_entry);
HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
HeapFree(GetProcessHeap(), 0, entry);
@ -4707,6 +4699,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
struct wined3d_shader *vshader = use_vs ? state->vertex_shader : NULL;
struct wined3d_shader *pshader = use_ps ? state->pixel_shader : NULL;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct ps_np2fixup_info *np2fixup_info = NULL;
struct shader_glsl_priv *priv = device->shader_priv;
struct glsl_shader_prog_link *entry = NULL;
GLhandleARB programId = 0;
@ -4715,12 +4708,30 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
char glsl_name[10];
struct ps_compile_args ps_compile_args;
struct vs_compile_args vs_compile_args;
GLhandleARB vs_id, ps_id;
if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
if (vshader)
{
find_vs_compile_args(state, vshader, &vs_compile_args);
vs_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
}
else
{
vs_id = 0;
}
entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
if (entry)
if (pshader)
{
find_ps_compile_args(state, pshader, &ps_compile_args);
ps_id = find_glsl_pshader(context, &priv->shader_buffer,
pshader, &ps_compile_args, &np2fixup_info);
}
else
{
ps_id = 0;
}
if ((entry = get_glsl_program_entry(priv, vs_id, ps_id)))
{
priv->glsl_program = entry;
return;
@ -4733,12 +4744,10 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
/* Create the entry */
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
entry->programId = programId;
entry->vshader = vshader;
entry->pshader = pshader;
entry->vs_args = vs_compile_args;
entry->ps_args = ps_compile_args;
entry->vs_id = vs_id;
entry->ps_id = ps_id;
entry->constant_version = 0;
entry->np2Fixup_info = NULL;
entry->np2Fixup_info = np2fixup_info;
/* Add the hash table entry */
add_glsl_program_entry(priv, entry);
@ -4748,7 +4757,6 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
/* Attach GLSL vshader */
if (vshader)
{
GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
WORD map = vshader->reg_maps.input_registers;
char tmp_name[10];
@ -4761,8 +4769,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
*/
GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, vs_id));
checkGLcall("glAttachObjectARB");
/* Bind vertex attributes to a corresponding index number to match
@ -4789,10 +4797,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
/* Attach GLSL pshader */
if (pshader)
{
GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
pshader, &ps_compile_args, &entry->np2Fixup_info);
TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, programId);
GL_EXTCALL(glAttachObjectARB(programId, ps_id));
checkGLcall("glAttachObjectARB");
list_add_head(&pshader->linked_programs, &entry->pshader_entry);
@ -5105,14 +5111,6 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
context = context_acquire(device, NULL);
gl_info = context->gl_info;
if (priv->glsl_program && (priv->glsl_program->vshader == shader
|| priv->glsl_program->pshader == shader))
{
ENTER_GL();
shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
LEAVE_GL();
}
TRACE("Deleting linked programs.\n");
linked_programs = &shader->linked_programs;
if (linked_programs->next)
@ -5137,6 +5135,8 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
TRACE("Deleting pixel shader %u.\n", gl_shaders[i].prgId);
if (priv->glsl_program && priv->glsl_program->ps_id == gl_shaders[i].prgId)
shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
checkGLcall("glDeleteObjectARB");
}
@ -5158,6 +5158,8 @@ static void shader_glsl_destroy(struct wined3d_shader *shader)
for (i = 0; i < shader_data->num_gl_shaders; ++i)
{
TRACE("Deleting vertex shader %u.\n", gl_shaders[i].prgId);
if (priv->glsl_program && priv->glsl_program->vs_id == gl_shaders[i].prgId)
shader_glsl_select(context, WINED3D_SHADER_MODE_NONE, WINED3D_SHADER_MODE_NONE);
GL_EXTCALL(glDeleteObjectARB(gl_shaders[i].prgId));
checkGLcall("glDeleteObjectARB");
}
@ -5185,16 +5187,12 @@ static int glsl_program_key_compare(const void *key, const struct wine_rb_entry
const struct glsl_program_key *k = key;
const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
const struct glsl_shader_prog_link, program_lookup_entry);
int cmp;
if (k->vshader > prog->vshader) return 1;
else if (k->vshader < prog->vshader) return -1;
if (k->vs_id > prog->vs_id) return 1;
else if (k->vs_id < prog->vs_id) return -1;
if (k->pshader > prog->pshader) return 1;
else if (k->pshader < prog->pshader) return -1;
if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
if (k->ps_id > prog->ps_id) return 1;
else if (k->ps_id < prog->ps_id) return -1;
return 0;
}