wined3d: Simplify shader selection.

This commit is contained in:
Henri Verbeet 2012-11-04 19:51:32 +01:00 committed by Alexandre Julliard
parent 5190792b33
commit d74cb4571b
5 changed files with 56 additions and 117 deletions

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@ -5821,14 +5821,10 @@ static void set_bumpmat_arbfp(struct wined3d_context *context, const struct wine
if (use_ps(state)) if (use_ps(state))
{ {
/* The pixel shader has to know the bump env matrix. Do a constants
* update. */
if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage))) if (stage && (state->pixel_shader->reg_maps.bumpmat & (1 << stage)))
{ context->load_constants = 1;
/* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
* anyway
*/
if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
}
if(device->shader_backend == &arb_program_shader_backend) { if(device->shader_backend == &arb_program_shader_backend) {
/* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */ /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
@ -5861,14 +5857,10 @@ static void tex_bumpenvlum_arbfp(struct wined3d_context *context,
if (use_ps(state)) if (use_ps(state))
{ {
/* The pixel shader has to know the luminance offset. Do a constants
* update. */
if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage))) if (stage && (state->pixel_shader->reg_maps.luminanceparams & (1 << stage)))
{ context->load_constants = 1;
/* The pixel shader has to know the luminance offset. Do a constants update if it
* isn't scheduled anyway
*/
if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT))
context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
}
if(device->shader_backend == &arb_program_shader_backend) { if(device->shader_backend == &arb_program_shader_backend) {
/* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */ /* Exit now, don't set the bumpmat below, otherwise we may overwrite pixel shader constants */
@ -6391,7 +6383,6 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
const struct wined3d_device *device = context->swapchain->device; const struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
struct shader_arb_priv *priv = device->fragment_priv; struct shader_arb_priv *priv = device->fragment_priv;
BOOL use_vshader = use_vs(state);
BOOL use_pshader = use_ps(state); BOOL use_pshader = use_ps(state);
struct ffp_frag_settings settings; struct ffp_frag_settings settings;
const struct arbfp_ffp_desc *desc; const struct arbfp_ffp_desc *desc;
@ -6412,9 +6403,9 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR)); state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE)); state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
} }
else if (use_pshader && !isStateDirty(context, context->state_table[STATE_VSHADER].representative)) else if (use_pshader)
{ {
device->shader_backend->shader_select(context, use_pshader, use_vshader); context->select_shader = 1;
} }
return; return;
} }
@ -6464,24 +6455,8 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
context->last_was_pshader = TRUE; context->last_was_pshader = TRUE;
} }
/* Finally, select the shader. If a pixel shader is used, it will be set and enabled by the shader backend. context->select_shader = 1;
* If this shader backend is arbfp(most likely), then it will simply overwrite the last fixed function context->load_constants = 1;
* replacement shader. If the shader backend is not ARB, it currently is important that the opengl implementation
* type overwrites GL_ARB_fragment_program. This is currently the case with GLSL. If we really want to use
* atifs or nvrc pixel shaders with arb fragment programs we'd have to disable GL_FRAGMENT_PROGRAM_ARB here
*
* Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
* shader handler.
*/
if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative))
{
device->shader_backend->shader_select(context, use_pshader, use_vshader);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
}
if (use_pshader)
context_apply_state(context, state, STATE_PIXELSHADERCONSTANT);
} }
/* We can't link the fog states to the fragment state directly since the /* We can't link the fog states to the fragment state directly since the

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@ -926,9 +926,6 @@ static void textransform(struct wined3d_context *context, const struct wined3d_s
static void atifs_apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void atifs_apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{ {
const struct wined3d_device *device = context->swapchain->device;
BOOL use_vshader = use_vs(state);
context->last_was_pshader = use_ps(state); context->last_was_pshader = use_ps(state);
/* The ATIFS code does not support pixel shaders currently, but we have to /* The ATIFS code does not support pixel shaders currently, but we have to
* provide a state handler to call shader_select to select a vertex shader * provide a state handler to call shader_select to select a vertex shader
@ -943,13 +940,8 @@ static void atifs_apply_pixelshader(struct wined3d_context *context, const struc
* startup, and blitting disables all shaders and dirtifies all shader * startup, and blitting disables all shaders and dirtifies all shader
* states. If atifs can deal with this it keeps the rest of the code * states. If atifs can deal with this it keeps the rest of the code
* simpler. */ * simpler. */
if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative)) context->select_shader = 1;
{ context->load_constants = 1;
device->shader_backend->shader_select(context, FALSE, use_vshader);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader)
context_apply_state(context, state, STATE_VERTEXSHADERCONSTANT);
}
} }
static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)

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@ -1711,11 +1711,10 @@ static void SetupForBlit(const struct wined3d_device *device, struct wined3d_con
/* Disable shaders */ /* Disable shaders */
ENTER_GL(); ENTER_GL();
device->shader_backend->shader_select(context, FALSE, FALSE); device->shader_backend->shader_select(context, FALSE, FALSE);
context->select_shader = 1;
context->load_constants = 1;
LEAVE_GL(); LEAVE_GL();
context_invalidate_state(context, STATE_VSHADER);
context_invalidate_state(context, STATE_PIXELSHADER);
/* Call ENTER_GL() once for all gl calls below. In theory we should not call /* Call ENTER_GL() once for all gl calls below. In theory we should not call
* helper functions in between gl calls. This function is full of context_invalidate_state * helper functions in between gl calls. This function is full of context_invalidate_state
* which can safely be called from here, we only lock once instead locking/unlocking * which can safely be called from here, we only lock once instead locking/unlocking
@ -2365,6 +2364,18 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
state_table[rep].apply(context, state, rep); state_table[rep].apply(context, state, rep);
} }
if (context->select_shader)
{
device->shader_backend->shader_select(context, use_ps(state), use_vs(state));
context->select_shader = 0;
}
if (context->load_constants)
{
device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
context->load_constants = 0;
}
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{ {
context_check_fbo_status(context, GL_FRAMEBUFFER); context_check_fbo_status(context, GL_FRAMEBUFFER);

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@ -599,15 +599,7 @@ static void state_alpha(struct wined3d_context *context, const struct wined3d_st
static void shaderconstant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void shaderconstant(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{ {
const struct wined3d_device *device = context->swapchain->device; context->load_constants = 1;
/* Vertex and pixel shader states will call a shader upload, don't do
* anything as long one of them has an update pending. */
if (isStateDirty(context, STATE_VDECL)
|| isStateDirty(context, STATE_PIXELSHADER))
return;
device->shader_backend->shader_load_constants(context, use_ps(state), use_vs(state));
} }
static void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@ -640,12 +632,8 @@ static void state_clipping(struct wined3d_context *context, const struct wined3d
/* glEnable(GL_CLIP_PLANEx) doesn't apply to vertex shaders. The enabled / disabled planes are /* glEnable(GL_CLIP_PLANEx) doesn't apply to vertex shaders. The enabled / disabled planes are
* hardcoded into the shader. Update the shader to update the enabled clipplanes */ * hardcoded into the shader. Update the shader to update the enabled clipplanes */
if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative)) context->select_shader = 1;
{ context->load_constants = 1;
device->shader_backend->shader_select(context, use_ps(state), TRUE);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT))
shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
}
} }
/* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
@ -3618,14 +3606,9 @@ static void tex_bumpenvlscale(struct wined3d_context *context, const struct wine
DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
const struct wined3d_shader *ps = state->pixel_shader; const struct wined3d_shader *ps = state->pixel_shader;
/* The pixel shader has to know the luminance scale. Do a constants update. */
if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage))) if (ps && stage && (ps->reg_maps.luminanceparams & (1 << stage)))
{ context->load_constants = 1;
/* The pixel shader has to know the luminance scale. Do a constants
* update if it isn't scheduled anyway. */
if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
&& !isStateDirty(context, STATE_PIXELSHADER))
shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
}
} }
static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@ -3738,12 +3721,9 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{ {
const struct wined3d_device *device = context->swapchain->device;
BOOL use_vshader = use_vs(state);
BOOL use_pshader = use_ps(state);
unsigned int i; unsigned int i;
if (use_pshader) if (use_ps(state))
{ {
if (!context->last_was_pshader) if (!context->last_was_pshader)
{ {
@ -3776,13 +3756,8 @@ void apply_pixelshader(struct wined3d_context *context, const struct wined3d_sta
context->last_was_pshader = FALSE; context->last_was_pshader = FALSE;
} }
if (!isStateDirty(context, context->state_table[STATE_VSHADER].representative)) context->select_shader = 1;
{ context->load_constants = 1;
device->shader_backend->shader_select(context, use_pshader, use_vshader);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader))
shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
}
} }
static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void shader_bumpenvmat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@ -3790,14 +3765,9 @@ static void shader_bumpenvmat(struct wined3d_context *context, const struct wine
DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
const struct wined3d_shader *ps = state->pixel_shader; const struct wined3d_shader *ps = state->pixel_shader;
/* The pixel shader has to know the bump env matrix. Do a constants update. */
if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage))) if (ps && stage && (ps->reg_maps.bumpmat & (1 << stage)))
{ context->load_constants = 1;
/* The pixel shader has to know the bump env matrix. Do a constants
* update if it isn't scheduled anyway. */
if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)
&& !isStateDirty(context, STATE_PIXELSHADER))
shaderconstant(context, state, STATE_PIXELSHADERCONSTANT);
}
} }
static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
@ -4580,7 +4550,6 @@ static void vertexdeclaration(struct wined3d_context *context, const struct wine
const struct wined3d_device *device = context->swapchain->device; const struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
BOOL useVertexShaderFunction = use_vs(state); BOOL useVertexShaderFunction = use_vs(state);
BOOL usePixelShaderFunction = use_ps(state);
BOOL updateFog = FALSE; BOOL updateFog = FALSE;
BOOL transformed; BOOL transformed;
BOOL wasrhw = context->last_was_rhw; BOOL wasrhw = context->last_was_rhw;
@ -4684,18 +4653,9 @@ static void vertexdeclaration(struct wined3d_context *context, const struct wine
} }
} }
/* Vertex and pixel shaders are applied together, so let the last dirty
* state do the application. */
if (!isStateDirty(context, STATE_PIXELSHADER))
{
device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)
&& (useVertexShaderFunction || usePixelShaderFunction))
shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
}
context->last_was_vshader = useVertexShaderFunction; context->last_was_vshader = useVertexShaderFunction;
context->select_shader = 1;
context->load_constants = 1;
if (updateFog) if (updateFog)
context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE)); context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
@ -4753,8 +4713,7 @@ static void viewport_vertexpart(struct wined3d_context *context, const struct wi
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))) if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)))
state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)); state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
/* Update the position fixup. */ /* Update the position fixup. */
if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT)) context->load_constants = 1;
shaderconstant(context, state, STATE_VERTEXSHADERCONSTANT);
} }
static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)

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@ -1084,21 +1084,23 @@ struct wined3d_context
DWORD tid; /* Thread ID which owns this context at the moment */ DWORD tid; /* Thread ID which owns this context at the moment */
/* Stores some information about the context state for optimization */ /* Stores some information about the context state for optimization */
WORD render_offscreen : 1; DWORD render_offscreen : 1;
WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */ DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
WORD last_was_pshader : 1; DWORD last_was_pshader : 1;
WORD last_was_vshader : 1; DWORD last_was_vshader : 1;
WORD namedArraysLoaded : 1; DWORD namedArraysLoaded : 1;
WORD numberedArraysLoaded : 1; DWORD numberedArraysLoaded : 1;
WORD last_was_blit : 1; DWORD last_was_blit : 1;
WORD last_was_ckey : 1; DWORD last_was_ckey : 1;
WORD fog_coord : 1; DWORD fog_coord : 1;
WORD fog_enabled : 1; DWORD fog_enabled : 1;
WORD num_untracked_materials : 2; /* Max value 2 */ DWORD num_untracked_materials : 2; /* Max value 2 */
WORD current : 1; DWORD current : 1;
WORD destroyed : 1; DWORD destroyed : 1;
WORD valid : 1; DWORD valid : 1;
WORD padding : 1; DWORD select_shader : 1;
DWORD load_constants : 1;
DWORD padding : 15;
BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */ BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */ BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
DWORD numbered_array_mask; DWORD numbered_array_mask;