d3d8: Make the shader handle table a bit more generic.

This commit is contained in:
Henri Verbeet 2009-03-10 09:19:06 +01:00 committed by Alexandre Julliard
parent 954c3e22e1
commit cbc8630019
3 changed files with 111 additions and 86 deletions

View File

@ -35,9 +35,6 @@
#include "d3d8.h"
#include "wine/wined3d.h"
/* Device caps */
#define INITIAL_SHADER_HANDLE_TABLE_SIZE 64
/* CreateVertexShader can return > 0xFFFF */
#define VS_HIGHESTFIXEDFXF 0xF0000000
@ -166,7 +163,16 @@ extern const IWineD3DDeviceParentVtbl d3d8_wined3d_device_parent_vtbl;
* IDirect3DDevice8 implementation structure
*/
typedef void * shader_handle;
#define D3D8_INITIAL_HANDLE_TABLE_SIZE 64
#define D3D8_INVALID_HANDLE ~0U
struct d3d8_handle_table
{
void **entries;
void **free_entries;
UINT table_size;
UINT entry_count;
};
struct FvfToDecl
{
@ -182,10 +188,7 @@ struct IDirect3DDevice8Impl
LONG ref;
/* But what about baseVertexIndex in state blocks? hmm... it may be a better idea to pass this to wined3d */
IWineD3DDevice *WineD3DDevice;
DWORD shader_handle_table_size;
DWORD allocated_shader_handles;
shader_handle *shader_handles;
shader_handle *free_shader_handles;
struct d3d8_handle_table handle_table;
/* FVF management */
struct FvfToDecl *decls;

View File

@ -162,29 +162,50 @@ static UINT vertex_count_from_primitive_count(D3DPRIMITIVETYPE primitive_type, U
}
}
/* Shader handle functions */
static shader_handle *alloc_shader_handle(IDirect3DDevice8Impl *This) {
if (This->free_shader_handles) {
/* Handle table functions */
static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object)
{
if (t->free_entries)
{
/* Use a free handle */
shader_handle *handle = This->free_shader_handles;
This->free_shader_handles = *handle;
return handle;
void **entry = t->free_entries;
t->free_entries = *entry;
*entry = object;
return entry - t->entries;
}
if (!(This->allocated_shader_handles < This->shader_handle_table_size)) {
if (!(t->entry_count < t->table_size))
{
/* Grow the table */
DWORD new_size = This->shader_handle_table_size + (This->shader_handle_table_size >> 1);
shader_handle *new_handles = HeapReAlloc(GetProcessHeap(), 0, This->shader_handles, new_size * sizeof(shader_handle));
if (!new_handles) return NULL;
This->shader_handles = new_handles;
This->shader_handle_table_size = new_size;
UINT new_size = t->table_size + (t->table_size >> 1);
void **new_entries = HeapReAlloc(GetProcessHeap(), 0, t->entries, new_size * sizeof(void *));
if (!new_entries) return D3D8_INVALID_HANDLE;
t->entries = new_entries;
t->table_size = new_size;
}
return &This->shader_handles[This->allocated_shader_handles++];
t->entries[t->entry_count] = object;
return t->entry_count++;
}
static void free_shader_handle(IDirect3DDevice8Impl *This, shader_handle *handle) {
*handle = This->free_shader_handles;
This->free_shader_handles = handle;
static void *d3d8_free_handle(struct d3d8_handle_table *t, DWORD handle)
{
void **entry, *object;
if (handle >= t->entry_count) return NULL;
entry = &t->entries[handle];
object = *entry;
*entry = t->free_entries;
t->free_entries = entry;
return object;
}
static void *d3d8_get_object(struct d3d8_handle_table *t, DWORD handle)
{
if (handle >= t->entry_count) return NULL;
return t->entries[handle];
}
/* IDirect3D IUnknown parts follow: */
@ -243,7 +264,7 @@ static ULONG WINAPI IDirect3DDevice8Impl_Release(LPDIRECT3DDEVICE8 iface) {
IWineD3DDevice_Uninit3D(This->WineD3DDevice, D3D8CB_DestroyDepthStencilSurface, D3D8CB_DestroySwapChain);
IWineD3DDevice_Release(This->WineD3DDevice);
HeapFree(GetProcessHeap(), 0, This->shader_handles);
HeapFree(GetProcessHeap(), 0, This->handle_table.entries);
HeapFree(GetProcessHeap(), 0, This);
LeaveCriticalSection(&d3d8_cs);
}
@ -1661,7 +1682,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
IDirect3DVertexShader8Impl *object;
IWineD3DVertexDeclaration *wined3d_vertex_declaration;
const DWORD *token = pDeclaration;
shader_handle *handle;
DWORD handle;
/* Test if the vertex declaration is valid */
while (D3DVSD_END() != *token) {
@ -1701,8 +1722,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
return D3DERR_INVALIDCALL;
}
handle = alloc_shader_handle(This);
if (!handle)
handle = d3d8_allocate_handle(&This->handle_table, object);
if (handle == D3D8_INVALID_HANDLE)
{
ERR("Failed to allocate shader handle\n");
LeaveCriticalSection(&d3d8_cs);
@ -1713,8 +1734,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
}
else
{
DWORD shader_handle = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
*handle = object;
DWORD shader_handle = handle + VS_HIGHESTFIXEDFXF + 1;
*ppShader = ((IDirect3DVertexDeclaration8Impl *)object->vertex_declaration)->shader_handle = shader_handle;
}
@ -1730,7 +1750,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
{
/* free up object */
FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
free_shader_handle(This, handle);
d3d8_free_handle(&This->handle_table, handle);
IDirect3DVertexDeclaration8_Release(object->vertex_declaration);
HeapFree(GetProcessHeap(), 0, object);
*ppShader = 0;
@ -1828,26 +1848,23 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 ifa
IDirect3DDevice8Impl_FindDecl(This, pShader)->wined3d_vertex_declaration);
IWineD3DDevice_SetVertexShader(This->WineD3DDevice, NULL);
} else {
TRACE("Setting shader\n");
if (This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
FIXME("(%p) : Number of shaders exceeds the maximum number of possible shaders\n", This);
hrc = D3DERR_INVALIDCALL;
} else {
IDirect3DVertexShader8Impl *shader = This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
IDirect3DVertexShader8Impl *shader;
if (shader)
TRACE("Setting shader\n");
shader = d3d8_get_object(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1));
if (!shader)
{
WARN("Invalid handle (%#x) passed.\n", pShader);
hrc = D3DERR_INVALIDCALL;
}
else
{
hrc = IWineD3DDevice_SetVertexDeclaration(This->WineD3DDevice,
((IDirect3DVertexDeclaration8Impl *)shader->vertex_declaration)->wined3d_vertex_declaration);
if (SUCCEEDED(hrc))
hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, shader->wineD3DVertexShader);
}
else
{
hrc = IWineD3DDevice_SetVertexDeclaration(This->WineD3DDevice, NULL);
if (SUCCEEDED(hrc)) hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, NULL);
}
}
}
TRACE("(%p) : returning hr(%u)\n", This, hrc);
LeaveCriticalSection(&d3d8_cs);
@ -1896,18 +1913,20 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 ifa
static HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DVertexShader8Impl *shader;
TRACE("(%p) : pShader %#x\n", This, pShader);
EnterCriticalSection(&d3d8_cs);
if (pShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
ERR("(%p) : Trying to delete an invalid handle\n", This);
shader = d3d8_free_handle(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1));
if (!shader)
{
WARN("Invalid handle (%#x) passed.\n", pShader);
LeaveCriticalSection(&d3d8_cs);
return D3DERR_INVALIDCALL;
} else {
IWineD3DVertexShader *cur = NULL;
shader_handle *handle = &This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
IDirect3DVertexShader8Impl *shader = *handle;
IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &cur);
if(cur) {
@ -1919,8 +1938,6 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE
{
ERR("Shader %p has references left, this shouldn't happen.\n", shader);
}
free_shader_handle(This, handle);
}
LeaveCriticalSection(&d3d8_cs);
@ -1952,18 +1969,19 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEV
static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3DDEVICE8 iface, DWORD pVertexShader, void* pData, DWORD* pSizeOfData) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DVertexDeclaration8Impl *declaration;
IDirect3DVertexShader8Impl *shader = NULL;
IDirect3DVertexShader8Impl *shader;
TRACE("(%p) : pVertexShader 0x%08x, pData %p, *pSizeOfData %u\n", This, pVertexShader, pData, *pSizeOfData);
EnterCriticalSection(&d3d8_cs);
if (pVertexShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pVertexShader - (VS_HIGHESTFIXEDFXF + 1)) {
ERR("Passed an invalid shader handle.\n");
shader = d3d8_get_object(&This->handle_table, pVertexShader - (VS_HIGHESTFIXEDFXF + 1));
if (!shader)
{
WARN("Invalid handle (%#x) passed.\n", pVertexShader);
LeaveCriticalSection(&d3d8_cs);
return D3DERR_INVALIDCALL;
}
shader = This->shader_handles[pVertexShader - (VS_HIGHESTFIXEDFXF + 1)];
declaration = (IDirect3DVertexDeclaration8Impl *)shader->vertex_declaration;
/* If pData is NULL, we just return the required size of the buffer. */
@ -1995,13 +2013,15 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEV
TRACE("(%p) : pVertexShader %#x, pData %p, pSizeOfData %p\n", This, pVertexShader, pData, pSizeOfData);
EnterCriticalSection(&d3d8_cs);
if (pVertexShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pVertexShader - (VS_HIGHESTFIXEDFXF + 1)) {
ERR("Passed an invalid shader handle.\n");
shader = d3d8_get_object(&This->handle_table, pVertexShader - (VS_HIGHESTFIXEDFXF + 1));
if (!shader)
{
WARN("Invalid handle (%#x) passed.\n", pVertexShader);
LeaveCriticalSection(&d3d8_cs);
return D3DERR_INVALIDCALL;
}
shader = This->shader_handles[pVertexShader - (VS_HIGHESTFIXEDFXF + 1)];
if (shader->wineD3DVertexShader)
{
hr = IWineD3DVertexShader_GetFunction(shader->wineD3DVertexShader, pData, pSizeOfData);
@ -2087,15 +2107,14 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 i
HeapFree(GetProcessHeap(), 0 , object);
*ppShader = 0;
} else {
shader_handle *handle = alloc_shader_handle(This);
if (!handle) {
DWORD handle = d3d8_allocate_handle(&This->handle_table, object);
if (handle == D3D8_INVALID_HANDLE)
{
ERR("Failed to allocate shader handle\n");
IDirect3DVertexShader8_Release((IUnknown *)object);
hrc = E_OUTOFMEMORY;
} else {
*handle = object;
object->handle = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
*ppShader = object->handle;
*ppShader = object->handle = handle + VS_HIGHESTFIXEDFXF + 1;
TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
}
}
@ -2107,16 +2126,17 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 i
static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DPixelShader8Impl *shader = NULL;
IDirect3DPixelShader8Impl *shader;
HRESULT hr;
TRACE("(%p) : pShader %#x\n", This, pShader);
EnterCriticalSection(&d3d8_cs);
if (pShader > VS_HIGHESTFIXEDFXF && This->allocated_shader_handles > pShader - (VS_HIGHESTFIXEDFXF + 1)) {
shader = This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
} else if (pShader) {
ERR("Trying to set an invalid handle.\n");
shader = d3d8_get_object(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1));
if (!shader)
{
WARN("Invalid handle (%#x) passed.\n", pShader);
}
TRACE("(%p) : Setting shader %p\n", This, shader);
@ -2154,18 +2174,20 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(LPDIRECT3DDEVICE8 ifac
static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DPixelShader8Impl *shader;
TRACE("(%p) : pShader %#x\n", This, pShader);
EnterCriticalSection(&d3d8_cs);
if (pShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pShader - (VS_HIGHESTFIXEDFXF + 1)) {
ERR("(%p) : Trying to delete an invalid handle\n", This);
shader = d3d8_free_handle(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1));
if (!shader)
{
WARN("Invalid handle (%#x) passed.\n", pShader);
LeaveCriticalSection(&d3d8_cs);
return D3DERR_INVALIDCALL;
} else {
IWineD3DPixelShader *cur = NULL;
shader_handle *handle = &This->shader_handles[pShader - (VS_HIGHESTFIXEDFXF + 1)];
IDirect3DPixelShader8Impl *shader = *handle;
IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &cur);
if(cur) {
@ -2177,8 +2199,6 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 i
{
ERR("Shader %p has references left, this shouldn't happen.\n", shader);
}
free_shader_handle(This, handle);
}
LeaveCriticalSection(&d3d8_cs);
@ -2215,13 +2235,14 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(LPDIRECT3DDEVI
TRACE("(%p) : pPixelShader %#x, pData %p, pSizeOfData %p\n", This, pPixelShader, pData, pSizeOfData);
EnterCriticalSection(&d3d8_cs);
if (pPixelShader <= VS_HIGHESTFIXEDFXF || This->allocated_shader_handles <= pPixelShader - (VS_HIGHESTFIXEDFXF + 1)) {
ERR("Passed an invalid shader handle.\n");
shader = d3d8_get_object(&This->handle_table, pPixelShader - (VS_HIGHESTFIXEDFXF + 1));
if (!shader)
{
WARN("Invalid handle (%#x) passed.\n", pPixelShader);
LeaveCriticalSection(&d3d8_cs);
return D3DERR_INVALIDCALL;
}
shader = This->shader_handles[pPixelShader - (VS_HIGHESTFIXEDFXF + 1)];
hr = IWineD3DPixelShader_GetFunction(shader->wineD3DPixelShader, pData, pSizeOfData);
LeaveCriticalSection(&d3d8_cs);
return hr;

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@ -323,8 +323,9 @@ static HRESULT WINAPI IDirect3D8Impl_CreateDevice(LPDIRECT3D8 iface, UINT Adapte
object->lpVtbl = &Direct3DDevice8_Vtbl;
object->device_parent_vtbl = &d3d8_wined3d_device_parent_vtbl;
object->ref = 1;
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 */