wined3d: Move glsl shader destruction to the glsl shader backend.

This commit is contained in:
Stefan Dösinger 2007-11-20 17:40:54 +01:00 committed by Alexandre Julliard
parent af4edef5e1
commit cfc5725760
6 changed files with 52 additions and 60 deletions

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@ -1723,10 +1723,14 @@ static void shader_arb_cleanup(IWineD3DDevice *iface) {
if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
static void shader_arb_destroy(IWineD3DBaseShader *iface) {
}
const shader_backend_t arb_program_shader_backend = {
&shader_arb_select,
&shader_arb_select_depth_blt,
&shader_arb_load_constants,
&shader_arb_cleanup,
&shader_arb_color_correction
&shader_arb_color_correction,
&shader_arb_destroy
};

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@ -1080,12 +1080,16 @@ static void shader_none_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {}
static void shader_none_select_depth_blt(IWineD3DDevice *iface) {}
static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
static void shader_none_cleanup(IWineD3DDevice *iface) {}
static void shader_none_color_correction(SHADER_OPCODE_ARG* arg) {}
static void shader_none_destroy(IWineD3DBaseShader *iface) {}
const shader_backend_t none_shader_backend = {
&shader_none_select,
&shader_none_select_depth_blt,
&shader_none_load_constants,
&shader_none_cleanup
&shader_none_cleanup,
&shader_none_color_correction,
&shader_none_destroy
};
/* *******************************************
@ -1115,14 +1119,17 @@ ULONG WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface) {
ULONG WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface) {
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)iface;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
ULONG ref;
TRACE("(%p) : Releasing from %d\n", This, This->baseShader.ref);
ref = InterlockedDecrement(&This->baseShader.ref);
if (ref == 0) {
deviceImpl->shader_backend->shader_destroy(iface);
HeapFree(GetProcessHeap(), 0, This->baseShader.function);
shader_delete_constant_list(&This->baseShader.constantsF);
shader_delete_constant_list(&This->baseShader.constantsB);
shader_delete_constant_list(&This->baseShader.constantsI);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}

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@ -3176,10 +3176,44 @@ static void shader_glsl_cleanup(IWineD3DDevice *iface) {
GL_EXTCALL(glUseProgramObjectARB(0));
}
static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
struct list *linked_programs;
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
/* Note: Do not use QueryInterface here to find out which shader type this is because this code
* can be called from IWineD3DBaseShader::Release
*/
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
if(This->baseShader.prgId == 0) return;
linked_programs = &This->baseShader.linked_programs;
TRACE("Deleting linked programs\n");
if (linked_programs->next) {
struct glsl_shader_prog_link *entry, *entry2;
if(pshader) {
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
delete_glsl_program_entry(This->baseShader.device, entry);
}
} else {
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
delete_glsl_program_entry(This->baseShader.device, entry);
}
}
}
TRACE("Deleting shader object %u\n", This->baseShader.prgId);
GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
checkGLcall("glDeleteObjectARB");
}
const shader_backend_t glsl_shader_backend = {
&shader_glsl_select,
&shader_glsl_select_depth_blt,
&shader_glsl_load_constants,
&shader_glsl_cleanup,
&shader_glsl_color_correction
&shader_glsl_color_correction,
&shader_glsl_destroy
};

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@ -51,35 +51,8 @@ static ULONG WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface)
return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader *) iface);
}
static void destroy_glsl_pshader(IWineD3DPixelShaderImpl *This) {
struct list *linked_programs = &This->baseShader.linked_programs;
TRACE("Deleting linked programs\n");
if (linked_programs->next) {
struct glsl_shader_prog_link *entry, *entry2;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
delete_glsl_program_entry(This->baseShader.device, entry);
}
}
TRACE("Deleting shader object %u\n", This->baseShader.prgId);
GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
checkGLcall("glDeleteObjectARB");
}
static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
ULONG ref;
ref = IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
if(ref == 0) {
if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
destroy_glsl_pshader(This);
}
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
return IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
}
/* *******************************************
@ -658,9 +631,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader
This->baseShader.recompile_count++;
}
if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
destroy_glsl_pshader(This);
}
deviceImpl->shader_backend->shader_destroy((IWineD3DBaseShader *) iface);
}
/* We don't need to compile */

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@ -445,33 +445,8 @@ static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface
return IWineD3DBaseShaderImpl_AddRef((IWineD3DBaseShader *) iface);
}
static void destroy_glsl_vshader(IWineD3DVertexShaderImpl *This) {
struct list *linked_programs = &This->baseShader.linked_programs;
TRACE("Deleting linked programs\n");
if (linked_programs->next) {
struct glsl_shader_prog_link *entry, *entry2;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
delete_glsl_program_entry(This->baseShader.device, entry);
}
}
TRACE("Deleting shader object %u\n", This->baseShader.prgId);
GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
checkGLcall("glDeleteObjectARB");
}
static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
ULONG ref;
ref = IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
if (ref == 0) {
if (This->baseShader.shader_mode == SHADER_GLSL && This->baseShader.prgId != 0) {
destroy_glsl_vshader(This);
}
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
return IWineD3DBaseShaderImpl_Release((IWineD3DBaseShader *) iface);
}
/* *******************************************

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@ -211,6 +211,7 @@ typedef struct {
void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
void (*shader_cleanup)(IWineD3DDevice *iface);
void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
void (*shader_destroy)(IWineD3DBaseShader *iface);
} shader_backend_t;
extern const shader_backend_t glsl_shader_backend;