wined3d: Make find_gl_pshader backend private.
This commit is contained in:
parent
5865d9c01b
commit
d0d681c81e
|
@ -1926,6 +1926,60 @@ static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, en
|
|||
return program_id;
|
||||
}
|
||||
|
||||
static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface,
|
||||
SHADER_BUFFER *buffer, const struct ps_compile_args *args);
|
||||
|
||||
/* GL locking is done by the caller */
|
||||
static GLuint find_arb_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
|
||||
{
|
||||
UINT i;
|
||||
DWORD new_size;
|
||||
struct ps_compiled_shader *new_array;
|
||||
SHADER_BUFFER buffer;
|
||||
|
||||
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
|
||||
* so a linear search is more performant than a hashmap or a binary search
|
||||
* (cache coherency etc)
|
||||
*/
|
||||
for(i = 0; i < shader->num_gl_shaders; i++) {
|
||||
if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
|
||||
return shader->gl_shaders[i].prgId;
|
||||
}
|
||||
}
|
||||
|
||||
TRACE("No matching GL shader found, compiling a new shader\n");
|
||||
if(shader->shader_array_size == shader->num_gl_shaders) {
|
||||
if (shader->num_gl_shaders)
|
||||
{
|
||||
new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
|
||||
new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
|
||||
new_size * sizeof(*shader->gl_shaders));
|
||||
} else {
|
||||
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
|
||||
new_size = 1;
|
||||
}
|
||||
|
||||
if(!new_array) {
|
||||
ERR("Out of memory\n");
|
||||
return 0;
|
||||
}
|
||||
shader->gl_shaders = new_array;
|
||||
shader->shader_array_size = new_size;
|
||||
}
|
||||
|
||||
shader->gl_shaders[shader->num_gl_shaders].args = *args;
|
||||
|
||||
pixelshader_update_samplers(&shader->baseShader.reg_maps,
|
||||
((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
|
||||
|
||||
shader_buffer_init(&buffer);
|
||||
shader->gl_shaders[shader->num_gl_shaders].prgId =
|
||||
shader_arb_generate_pshader((IWineD3DPixelShader *)shader, &buffer, args);
|
||||
shader_buffer_free(&buffer);
|
||||
|
||||
return shader->gl_shaders[shader->num_gl_shaders++].prgId;
|
||||
}
|
||||
|
||||
/* GL locking is done by the caller */
|
||||
static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
|
||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
||||
|
@ -1957,8 +2011,8 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
|
|||
struct ps_compile_args compile_args;
|
||||
TRACE("Using pixel shader\n");
|
||||
find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
|
||||
priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
|
||||
&compile_args);
|
||||
priv->current_fprogram_id = find_arb_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
|
||||
&compile_args);
|
||||
|
||||
/* Bind the fragment program */
|
||||
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
|
||||
|
@ -2539,7 +2593,6 @@ const shader_backend_t arb_program_shader_backend = {
|
|||
shader_arb_alloc,
|
||||
shader_arb_free,
|
||||
shader_arb_dirty_const,
|
||||
shader_arb_generate_pshader,
|
||||
shader_arb_generate_vshader,
|
||||
shader_arb_get_caps,
|
||||
shader_arb_color_fixup_supported,
|
||||
|
|
|
@ -1283,12 +1283,6 @@ static void shader_none_destroy(IWineD3DBaseShader *iface) {}
|
|||
static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
|
||||
static void shader_none_free(IWineD3DDevice *iface) {}
|
||||
static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
|
||||
static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface,
|
||||
SHADER_BUFFER *buffer, const struct ps_compile_args *args)
|
||||
{
|
||||
FIXME("NONE shader backend asked to generate a pixel shader\n");
|
||||
return 0;
|
||||
}
|
||||
static GLuint shader_none_generate_vshader(IWineD3DVertexShader *iface,
|
||||
SHADER_BUFFER *buffer, const struct vs_compile_args *args)
|
||||
{
|
||||
|
@ -1338,7 +1332,6 @@ const shader_backend_t none_shader_backend = {
|
|||
shader_none_alloc,
|
||||
shader_none_free,
|
||||
shader_none_dirty_const,
|
||||
shader_none_generate_pshader,
|
||||
shader_none_generate_vshader,
|
||||
shader_none_get_caps,
|
||||
shader_none_color_fixup_supported,
|
||||
|
|
|
@ -3608,6 +3608,58 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD
|
|||
checkGLcall("Hardcoding local constants\n");
|
||||
}
|
||||
|
||||
static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface,
|
||||
SHADER_BUFFER *buffer, const struct ps_compile_args *args);
|
||||
|
||||
static GLhandleARB find_glsl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
|
||||
{
|
||||
UINT i;
|
||||
DWORD new_size;
|
||||
struct ps_compiled_shader *new_array;
|
||||
SHADER_BUFFER buffer;
|
||||
|
||||
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
|
||||
* so a linear search is more performant than a hashmap or a binary search
|
||||
* (cache coherency etc)
|
||||
*/
|
||||
for(i = 0; i < shader->num_gl_shaders; i++) {
|
||||
if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
|
||||
return shader->gl_shaders[i].prgId;
|
||||
}
|
||||
}
|
||||
|
||||
TRACE("No matching GL shader found, compiling a new shader\n");
|
||||
if(shader->shader_array_size == shader->num_gl_shaders) {
|
||||
if (shader->num_gl_shaders)
|
||||
{
|
||||
new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
|
||||
new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
|
||||
new_size * sizeof(*shader->gl_shaders));
|
||||
} else {
|
||||
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
|
||||
new_size = 1;
|
||||
}
|
||||
|
||||
if(!new_array) {
|
||||
ERR("Out of memory\n");
|
||||
return 0;
|
||||
}
|
||||
shader->gl_shaders = new_array;
|
||||
shader->shader_array_size = new_size;
|
||||
}
|
||||
|
||||
shader->gl_shaders[shader->num_gl_shaders].args = *args;
|
||||
|
||||
pixelshader_update_samplers(&shader->baseShader.reg_maps,
|
||||
((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
|
||||
shader_buffer_init(&buffer);
|
||||
shader->gl_shaders[shader->num_gl_shaders].prgId =
|
||||
shader_glsl_generate_pshader((IWineD3DPixelShader*) shader, &buffer, args);
|
||||
shader_buffer_free(&buffer);
|
||||
|
||||
return shader->gl_shaders[shader->num_gl_shaders++].prgId;
|
||||
}
|
||||
|
||||
/** 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).
|
||||
|
@ -3715,7 +3767,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
|
|||
}
|
||||
|
||||
if(use_ps) {
|
||||
pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
|
||||
pshader_id = find_glsl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
|
||||
} else {
|
||||
pshader_id = 0;
|
||||
}
|
||||
|
@ -4512,7 +4564,6 @@ const shader_backend_t glsl_shader_backend = {
|
|||
shader_glsl_alloc,
|
||||
shader_glsl_free,
|
||||
shader_glsl_dirty_const,
|
||||
shader_glsl_generate_pshader,
|
||||
shader_glsl_generate_vshader,
|
||||
shader_glsl_get_caps,
|
||||
shader_glsl_color_fixup_supported,
|
||||
|
|
|
@ -299,7 +299,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
|
|||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
|
||||
void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
|
||||
{
|
||||
WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
|
||||
unsigned int i;
|
||||
|
@ -343,28 +343,6 @@ static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD
|
|||
}
|
||||
}
|
||||
|
||||
/* GL locking is done by the caller */
|
||||
static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
|
||||
{
|
||||
CONST DWORD *function = This->baseShader.function;
|
||||
GLuint retval;
|
||||
SHADER_BUFFER buffer;
|
||||
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
|
||||
|
||||
TRACE("(%p) : function %p\n", This, function);
|
||||
|
||||
pixelshader_update_samplers(&This->baseShader.reg_maps,
|
||||
((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->textures);
|
||||
|
||||
/* Generate the HW shader */
|
||||
TRACE("(%p) : Generating hardware program\n", This);
|
||||
shader_buffer_init(&buffer);
|
||||
retval = device->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer, args);
|
||||
shader_buffer_free(&buffer);
|
||||
|
||||
return retval;
|
||||
}
|
||||
|
||||
const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
|
||||
{
|
||||
/*** IUnknown methods ***/
|
||||
|
@ -443,45 +421,3 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* GL locking is done by the caller */
|
||||
GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
|
||||
{
|
||||
UINT i;
|
||||
DWORD new_size;
|
||||
struct ps_compiled_shader *new_array;
|
||||
|
||||
/* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
|
||||
* so a linear search is more performant than a hashmap or a binary search
|
||||
* (cache coherency etc)
|
||||
*/
|
||||
for(i = 0; i < shader->num_gl_shaders; i++) {
|
||||
if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
|
||||
return shader->gl_shaders[i].prgId;
|
||||
}
|
||||
}
|
||||
|
||||
TRACE("No matching GL shader found, compiling a new shader\n");
|
||||
if(shader->shader_array_size == shader->num_gl_shaders) {
|
||||
if (shader->num_gl_shaders)
|
||||
{
|
||||
new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
|
||||
new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
|
||||
new_size * sizeof(*shader->gl_shaders));
|
||||
} else {
|
||||
new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
|
||||
new_size = 1;
|
||||
}
|
||||
|
||||
if(!new_array) {
|
||||
ERR("Out of memory\n");
|
||||
return 0;
|
||||
}
|
||||
shader->gl_shaders = new_array;
|
||||
shader->shader_array_size = new_size;
|
||||
}
|
||||
|
||||
shader->gl_shaders[shader->num_gl_shaders].args = *args;
|
||||
shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args);
|
||||
return shader->gl_shaders[shader->num_gl_shaders++].prgId;
|
||||
}
|
||||
|
|
|
@ -809,8 +809,6 @@ typedef struct {
|
|||
HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
|
||||
void (*shader_free_private)(IWineD3DDevice *iface);
|
||||
BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
|
||||
GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface,
|
||||
SHADER_BUFFER *buffer, const struct ps_compile_args *args);
|
||||
GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface,
|
||||
SHADER_BUFFER *buffer, const struct vs_compile_args *args);
|
||||
void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
|
||||
|
@ -2729,7 +2727,7 @@ typedef struct IWineD3DPixelShaderImpl {
|
|||
} IWineD3DPixelShaderImpl;
|
||||
|
||||
extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
|
||||
GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
|
||||
void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
|
||||
void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
|
||||
|
||||
/* sRGB correction constants */
|
||||
|
|
Loading…
Reference in New Issue