d3d8: Make the shader handle table a bit more generic.
This commit is contained in:
parent
954c3e22e1
commit
cbc8630019
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@ -35,9 +35,6 @@
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#include "d3d8.h"
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#include "wine/wined3d.h"
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/* Device caps */
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#define INITIAL_SHADER_HANDLE_TABLE_SIZE 64
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/* CreateVertexShader can return > 0xFFFF */
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#define VS_HIGHESTFIXEDFXF 0xF0000000
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@ -166,7 +163,16 @@ extern const IWineD3DDeviceParentVtbl d3d8_wined3d_device_parent_vtbl;
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* IDirect3DDevice8 implementation structure
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*/
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typedef void * shader_handle;
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#define D3D8_INITIAL_HANDLE_TABLE_SIZE 64
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#define D3D8_INVALID_HANDLE ~0U
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struct d3d8_handle_table
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{
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void **entries;
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void **free_entries;
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UINT table_size;
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UINT entry_count;
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};
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struct FvfToDecl
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{
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@ -182,10 +188,7 @@ struct IDirect3DDevice8Impl
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LONG ref;
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/* But what about baseVertexIndex in state blocks? hmm... it may be a better idea to pass this to wined3d */
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IWineD3DDevice *WineD3DDevice;
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DWORD shader_handle_table_size;
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DWORD allocated_shader_handles;
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shader_handle *shader_handles;
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shader_handle *free_shader_handles;
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struct d3d8_handle_table handle_table;
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/* FVF management */
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struct FvfToDecl *decls;
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@ -162,29 +162,50 @@ static UINT vertex_count_from_primitive_count(D3DPRIMITIVETYPE primitive_type, U
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}
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}
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/* Shader handle functions */
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static shader_handle *alloc_shader_handle(IDirect3DDevice8Impl *This) {
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if (This->free_shader_handles) {
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/* Handle table functions */
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static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object)
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{
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if (t->free_entries)
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{
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/* Use a free handle */
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shader_handle *handle = This->free_shader_handles;
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This->free_shader_handles = *handle;
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return handle;
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}
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if (!(This->allocated_shader_handles < This->shader_handle_table_size)) {
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/* Grow the table */
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DWORD new_size = This->shader_handle_table_size + (This->shader_handle_table_size >> 1);
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shader_handle *new_handles = HeapReAlloc(GetProcessHeap(), 0, This->shader_handles, new_size * sizeof(shader_handle));
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if (!new_handles) return NULL;
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This->shader_handles = new_handles;
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This->shader_handle_table_size = new_size;
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void **entry = t->free_entries;
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t->free_entries = *entry;
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*entry = object;
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return entry - t->entries;
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}
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return &This->shader_handles[This->allocated_shader_handles++];
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if (!(t->entry_count < t->table_size))
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{
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/* Grow the table */
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UINT new_size = t->table_size + (t->table_size >> 1);
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void **new_entries = HeapReAlloc(GetProcessHeap(), 0, t->entries, new_size * sizeof(void *));
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if (!new_entries) return D3D8_INVALID_HANDLE;
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t->entries = new_entries;
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t->table_size = new_size;
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}
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t->entries[t->entry_count] = object;
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return t->entry_count++;
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}
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static void free_shader_handle(IDirect3DDevice8Impl *This, shader_handle *handle) {
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*handle = This->free_shader_handles;
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This->free_shader_handles = handle;
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static void *d3d8_free_handle(struct d3d8_handle_table *t, DWORD handle)
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{
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void **entry, *object;
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if (handle >= t->entry_count) return NULL;
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entry = &t->entries[handle];
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object = *entry;
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*entry = t->free_entries;
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t->free_entries = entry;
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return object;
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}
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static void *d3d8_get_object(struct d3d8_handle_table *t, DWORD handle)
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{
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if (handle >= t->entry_count) return NULL;
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return t->entries[handle];
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}
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/* IDirect3D IUnknown parts follow: */
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@ -243,7 +264,7 @@ static ULONG WINAPI IDirect3DDevice8Impl_Release(LPDIRECT3DDEVICE8 iface) {
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IWineD3DDevice_Uninit3D(This->WineD3DDevice, D3D8CB_DestroyDepthStencilSurface, D3D8CB_DestroySwapChain);
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IWineD3DDevice_Release(This->WineD3DDevice);
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HeapFree(GetProcessHeap(), 0, This->shader_handles);
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HeapFree(GetProcessHeap(), 0, This->handle_table.entries);
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HeapFree(GetProcessHeap(), 0, This);
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LeaveCriticalSection(&d3d8_cs);
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}
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@ -1661,7 +1682,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
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IDirect3DVertexShader8Impl *object;
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IWineD3DVertexDeclaration *wined3d_vertex_declaration;
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const DWORD *token = pDeclaration;
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shader_handle *handle;
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DWORD handle;
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/* Test if the vertex declaration is valid */
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while (D3DVSD_END() != *token) {
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@ -1701,8 +1722,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
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return D3DERR_INVALIDCALL;
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}
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handle = alloc_shader_handle(This);
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if (!handle)
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handle = d3d8_allocate_handle(&This->handle_table, object);
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if (handle == D3D8_INVALID_HANDLE)
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{
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ERR("Failed to allocate shader handle\n");
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LeaveCriticalSection(&d3d8_cs);
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@ -1713,8 +1734,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
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}
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else
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{
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DWORD shader_handle = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
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*handle = object;
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DWORD shader_handle = handle + VS_HIGHESTFIXEDFXF + 1;
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*ppShader = ((IDirect3DVertexDeclaration8Impl *)object->vertex_declaration)->shader_handle = shader_handle;
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}
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@ -1730,7 +1750,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
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{
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/* free up object */
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FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
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free_shader_handle(This, handle);
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d3d8_free_handle(&This->handle_table, handle);
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IDirect3DVertexDeclaration8_Release(object->vertex_declaration);
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HeapFree(GetProcessHeap(), 0, object);
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*ppShader = 0;
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@ -1828,25 +1848,22 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 ifa
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IDirect3DDevice8Impl_FindDecl(This, pShader)->wined3d_vertex_declaration);
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IWineD3DDevice_SetVertexShader(This->WineD3DDevice, NULL);
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} else {
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TRACE("Setting shader\n");
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if (This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
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FIXME("(%p) : Number of shaders exceeds the maximum number of possible shaders\n", This);
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hrc = D3DERR_INVALIDCALL;
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} else {
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IDirect3DVertexShader8Impl *shader = This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
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IDirect3DVertexShader8Impl *shader;
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if (shader)
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{
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hrc = IWineD3DDevice_SetVertexDeclaration(This->WineD3DDevice,
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((IDirect3DVertexDeclaration8Impl *)shader->vertex_declaration)->wined3d_vertex_declaration);
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if (SUCCEEDED(hrc))
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hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, shader->wineD3DVertexShader);
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}
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else
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{
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hrc = IWineD3DDevice_SetVertexDeclaration(This->WineD3DDevice, NULL);
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if (SUCCEEDED(hrc)) hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, NULL);
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}
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TRACE("Setting shader\n");
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shader = d3d8_get_object(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1));
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if (!shader)
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{
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WARN("Invalid handle (%#x) passed.\n", pShader);
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hrc = D3DERR_INVALIDCALL;
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}
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else
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{
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hrc = IWineD3DDevice_SetVertexDeclaration(This->WineD3DDevice,
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((IDirect3DVertexDeclaration8Impl *)shader->vertex_declaration)->wined3d_vertex_declaration);
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if (SUCCEEDED(hrc))
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hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, shader->wineD3DVertexShader);
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}
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}
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TRACE("(%p) : returning hr(%u)\n", This, hrc);
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@ -1896,18 +1913,20 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 ifa
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static HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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IDirect3DVertexShader8Impl *shader;
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TRACE("(%p) : pShader %#x\n", This, pShader);
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EnterCriticalSection(&d3d8_cs);
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if (pShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
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ERR("(%p) : Trying to delete an invalid handle\n", This);
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shader = d3d8_free_handle(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1));
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if (!shader)
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{
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WARN("Invalid handle (%#x) passed.\n", pShader);
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LeaveCriticalSection(&d3d8_cs);
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return D3DERR_INVALIDCALL;
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} else {
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IWineD3DVertexShader *cur = NULL;
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shader_handle *handle = &This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
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IDirect3DVertexShader8Impl *shader = *handle;
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IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &cur);
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if(cur) {
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@ -1919,8 +1938,6 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE
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{
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ERR("Shader %p has references left, this shouldn't happen.\n", shader);
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}
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free_shader_handle(This, handle);
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}
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LeaveCriticalSection(&d3d8_cs);
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@ -1952,18 +1969,19 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEV
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static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD pVertexShader, void* pData, DWORD* pSizeOfData) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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IDirect3DVertexDeclaration8Impl *declaration;
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IDirect3DVertexShader8Impl *shader = NULL;
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IDirect3DVertexShader8Impl *shader;
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TRACE("(%p) : pVertexShader 0x%08x, pData %p, *pSizeOfData %u\n", This, pVertexShader, pData, *pSizeOfData);
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EnterCriticalSection(&d3d8_cs);
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if (pVertexShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pVertexShader - (VS_HIGHESTFIXEDFXF + 1)) {
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ERR("Passed an invalid shader handle.\n");
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shader = d3d8_get_object(&This->handle_table, pVertexShader - (VS_HIGHESTFIXEDFXF + 1));
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if (!shader)
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{
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WARN("Invalid handle (%#x) passed.\n", pVertexShader);
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LeaveCriticalSection(&d3d8_cs);
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return D3DERR_INVALIDCALL;
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}
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shader = This->shader_handles[pVertexShader - (VS_HIGHESTFIXEDFXF + 1)];
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declaration = (IDirect3DVertexDeclaration8Impl *)shader->vertex_declaration;
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/* If pData is NULL, we just return the required size of the buffer. */
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@ -1995,13 +2013,15 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEV
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TRACE("(%p) : pVertexShader %#x, pData %p, pSizeOfData %p\n", This, pVertexShader, pData, pSizeOfData);
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EnterCriticalSection(&d3d8_cs);
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if (pVertexShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pVertexShader - (VS_HIGHESTFIXEDFXF + 1)) {
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ERR("Passed an invalid shader handle.\n");
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shader = d3d8_get_object(&This->handle_table, pVertexShader - (VS_HIGHESTFIXEDFXF + 1));
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if (!shader)
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{
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WARN("Invalid handle (%#x) passed.\n", pVertexShader);
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LeaveCriticalSection(&d3d8_cs);
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return D3DERR_INVALIDCALL;
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}
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shader = This->shader_handles[pVertexShader - (VS_HIGHESTFIXEDFXF + 1)];
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if (shader->wineD3DVertexShader)
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{
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hr = IWineD3DVertexShader_GetFunction(shader->wineD3DVertexShader, pData, pSizeOfData);
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@ -2087,15 +2107,14 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 i
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HeapFree(GetProcessHeap(), 0 , object);
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*ppShader = 0;
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} else {
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shader_handle *handle = alloc_shader_handle(This);
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if (!handle) {
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DWORD handle = d3d8_allocate_handle(&This->handle_table, object);
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if (handle == D3D8_INVALID_HANDLE)
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{
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ERR("Failed to allocate shader handle\n");
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IDirect3DVertexShader8_Release((IUnknown *)object);
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hrc = E_OUTOFMEMORY;
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} else {
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*handle = object;
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object->handle = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
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*ppShader = object->handle;
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*ppShader = object->handle = handle + VS_HIGHESTFIXEDFXF + 1;
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TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
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}
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}
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@ -2107,16 +2126,17 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 i
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static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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IDirect3DPixelShader8Impl *shader = NULL;
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IDirect3DPixelShader8Impl *shader;
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HRESULT hr;
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TRACE("(%p) : pShader %#x\n", This, pShader);
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EnterCriticalSection(&d3d8_cs);
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if (pShader > VS_HIGHESTFIXEDFXF && This->allocated_shader_handles > pShader - (VS_HIGHESTFIXEDFXF + 1)) {
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shader = This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
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} else if (pShader) {
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ERR("Trying to set an invalid handle.\n");
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shader = d3d8_get_object(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1));
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if (!shader)
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{
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WARN("Invalid handle (%#x) passed.\n", pShader);
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}
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TRACE("(%p) : Setting shader %p\n", This, shader);
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@ -2154,18 +2174,20 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(LPDIRECT3DDEVICE8 ifac
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static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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IDirect3DPixelShader8Impl *shader;
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TRACE("(%p) : pShader %#x\n", This, pShader);
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EnterCriticalSection(&d3d8_cs);
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if (pShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
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ERR("(%p) : Trying to delete an invalid handle\n", This);
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shader = d3d8_free_handle(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1));
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if (!shader)
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{
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WARN("Invalid handle (%#x) passed.\n", pShader);
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LeaveCriticalSection(&d3d8_cs);
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return D3DERR_INVALIDCALL;
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} else {
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IWineD3DPixelShader *cur = NULL;
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shader_handle *handle = &This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
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IDirect3DPixelShader8Impl *shader = *handle;
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IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &cur);
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if(cur) {
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@ -2177,8 +2199,6 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 i
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{
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ERR("Shader %p has references left, this shouldn't happen.\n", shader);
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}
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free_shader_handle(This, handle);
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}
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LeaveCriticalSection(&d3d8_cs);
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@ -2215,13 +2235,14 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(LPDIRECT3DDEVI
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TRACE("(%p) : pPixelShader %#x, pData %p, pSizeOfData %p\n", This, pPixelShader, pData, pSizeOfData);
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EnterCriticalSection(&d3d8_cs);
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if (pPixelShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pPixelShader - (VS_HIGHESTFIXEDFXF + 1)) {
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ERR("Passed an invalid shader handle.\n");
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shader = d3d8_get_object(&This->handle_table, pPixelShader - (VS_HIGHESTFIXEDFXF + 1));
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if (!shader)
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{
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WARN("Invalid handle (%#x) passed.\n", pPixelShader);
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LeaveCriticalSection(&d3d8_cs);
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return D3DERR_INVALIDCALL;
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}
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shader = This->shader_handles[pPixelShader - (VS_HIGHESTFIXEDFXF + 1)];
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hr = IWineD3DPixelShader_GetFunction(shader->wineD3DPixelShader, pData, pSizeOfData);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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@ -323,8 +323,9 @@ static HRESULT WINAPI IDirect3D8Impl_CreateDevice(LPDIRECT3D8 iface, UINT Adapte
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object->lpVtbl = &Direct3DDevice8_Vtbl;
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object->device_parent_vtbl = &d3d8_wined3d_device_parent_vtbl;
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object->ref = 1;
|
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object->shader_handles = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, INITIAL_SHADER_HANDLE_TABLE_SIZE * sizeof(shader_handle));
|
||||
object->shader_handle_table_size = INITIAL_SHADER_HANDLE_TABLE_SIZE;
|
||||
object->handle_table.entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
||||
D3D8_INITIAL_HANDLE_TABLE_SIZE * sizeof(*object->handle_table.entries));
|
||||
object->handle_table.table_size = D3D8_INITIAL_HANDLE_TABLE_SIZE;
|
||||
*ppReturnedDeviceInterface = (IDirect3DDevice8 *)object;
|
||||
|
||||
/* Allocate an associated WineD3DDevice object */
|
||||
|
|
Loading…
Reference in New Issue