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wine
wine-cw
Commits
09eb0c40
Commit
09eb0c40
authored
Aug 19, 2006
by
H. Verbeet
Committed by
Alexandre Julliard
Aug 21, 2006
Browse files
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Plain Diff
wined3d: Improve float constant loading a bit.
- Use a list to keep track of what constants are set. - Move TRACEs and checkGLcall calls out of the main constant loading loop.
parent
49f4c68e
Hide whitespace changes
Inline
Side-by-side
Showing
5 changed files
with
135 additions
and
64 deletions
+135
-64
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+44
-34
device.c
dlls/wined3d/device.c
+12
-2
glsl_shader.c
dlls/wined3d/glsl_shader.c
+59
-28
stateblock.c
dlls/wined3d/stateblock.c
+13
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+7
-0
No files found.
dlls/wined3d/arb_program_shader.c
View file @
09eb0c40
...
...
@@ -8,6 +8,7 @@
* Copyright 2005 Oliver Stieber
* Copyright 2006 Ivan Gyurdiev
* Copyright 2006 Jason Green
* Copyright 2006 Henri Verbeet
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
...
...
@@ -41,48 +42,57 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
/**
* Loads floating point constants into the currently set ARB_vertex/fragment_program.
* When
@constants_se
t == NULL, it will load all the constants.
* When
constant_lis
t == NULL, it will load all the constants.
*
* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
*/
void
shader_arb_load_constantsF
(
IWineD3DBaseShaderImpl
*
This
,
WineD3D_GL_Info
*
gl_info
,
GLuint
target_type
,
unsigned
max_constants
,
float
*
constants
,
BOOL
*
constants_set
)
{
static
void
shader_arb_load_constantsF
(
IWineD3DBaseShaderImpl
*
This
,
WineD3D_GL_Info
*
gl_info
,
GLuint
target_type
,
unsigned
int
max_constants
,
float
*
constants
,
struct
list
*
constant_list
)
{
constant_entry
*
constant
;
local_constant
*
lconst
;
int
i
;
struct
list
*
ptr
;
for
(
i
=
0
;
i
<
max_constants
;
++
i
)
{
if
(
NULL
==
constants_set
||
constants_set
[
i
])
{
TRACE
(
"Loading constants %i: %f, %f, %f, %f
\n
"
,
i
,
constants
[
i
*
4
+
0
],
constants
[
i
*
4
+
1
],
constants
[
i
*
4
+
2
],
constants
[
i
*
4
+
3
]);
GL_EXTCALL
(
glProgramEnvParameter4fvARB
(
target_type
,
i
,
&
constants
[
i
*
4
]));
checkGLcall
(
"glProgramEnvParameter4fvARB"
);
if
(
!
constant_list
)
{
if
(
TRACE_ON
(
d3d_shader
))
{
for
(
i
=
0
;
i
<
max_constants
;
++
i
)
{
TRACE
(
"Loading constants %i: %f, %f, %f, %f
\n
"
,
i
,
constants
[
i
*
4
+
0
],
constants
[
i
*
4
+
1
],
constants
[
i
*
4
+
2
],
constants
[
i
*
4
+
3
]);
}
}
for
(
i
=
0
;
i
<
max_constants
;
++
i
)
{
GL_EXTCALL
(
glProgramEnvParameter4fvARB
(
target_type
,
i
,
constants
+
(
i
*
4
)));
}
checkGLcall
(
"glProgramEnvParameter4fvARB()"
);
}
else
{
if
(
TRACE_ON
(
d3d_shader
))
{
LIST_FOR_EACH_ENTRY
(
constant
,
constant_list
,
constant_entry
,
entry
)
{
i
=
constant
->
idx
;
TRACE
(
"Loading constants %i: %f, %f, %f, %f
\n
"
,
i
,
constants
[
i
*
4
+
0
],
constants
[
i
*
4
+
1
],
constants
[
i
*
4
+
2
],
constants
[
i
*
4
+
3
]);
}
}
LIST_FOR_EACH_ENTRY
(
constant
,
constant_list
,
constant_entry
,
entry
)
{
i
=
constant
->
idx
;
GL_EXTCALL
(
glProgramEnvParameter4fvARB
(
target_type
,
i
,
constants
+
(
i
*
4
)));
}
checkGLcall
(
"glProgramEnvParameter4fvARB()"
);
}
/* Load immediate constants */
ptr
=
list_head
(
&
This
->
baseShader
.
constantsF
);
while
(
ptr
)
{
local_constant
*
lconst
=
LIST_ENTRY
(
ptr
,
struct
local_constant
,
entry
);
unsigned
int
idx
=
lconst
->
idx
;
GLfloat
*
values
=
(
GLfloat
*
)
lconst
->
value
;
TRACE
(
"Loading local constants %i: %f, %f, %f, %f
\n
"
,
idx
,
values
[
0
],
values
[
1
],
values
[
2
],
values
[
3
]);
GL_EXTCALL
(
glProgramEnvParameter4fvARB
(
target_type
,
idx
,
values
));
checkGLcall
(
"glProgramEnvParameter4fvARB"
);
ptr
=
list_next
(
&
This
->
baseShader
.
constantsF
,
ptr
);
if
(
TRACE_ON
(
d3d_shader
))
{
LIST_FOR_EACH_ENTRY
(
lconst
,
&
This
->
baseShader
.
constantsF
,
local_constant
,
entry
)
{
GLfloat
*
values
=
(
GLfloat
*
)
lconst
->
value
;
TRACE
(
"Loading local constants %i: %f, %f, %f, %f
\n
"
,
lconst
->
idx
,
values
[
0
],
values
[
1
],
values
[
2
],
values
[
3
]);
}
}
LIST_FOR_EACH_ENTRY
(
lconst
,
&
This
->
baseShader
.
constantsF
,
local_constant
,
entry
)
{
GL_EXTCALL
(
glProgramEnvParameter4fvARB
(
target_type
,
lconst
->
idx
,
(
GLfloat
*
)
lconst
->
value
));
}
checkGLcall
(
"glProgramEnvParameter4fvARB()"
);
}
/**
...
...
@@ -116,7 +126,7 @@ void shader_arb_load_constants(
shader_arb_load_constantsF
(
vshader
,
gl_info
,
GL_VERTEX_PROGRAM_ARB
,
GL_LIMITS
(
vshader_constantsF
),
stateBlock
->
vertexShaderConstantF
,
stateBlock
->
set
.
vertexShaderC
onstantsF
);
&
stateBlock
->
set_vc
onstantsF
);
}
if
(
usePixelShader
)
{
...
...
@@ -127,7 +137,7 @@ void shader_arb_load_constants(
shader_arb_load_constantsF
(
pshader
,
gl_info
,
GL_FRAGMENT_PROGRAM_ARB
,
GL_LIMITS
(
pshader_constantsF
),
stateBlock
->
pixelShaderConstantF
,
stateBlock
->
set
.
pixelShaderC
onstantsF
);
&
stateBlock
->
set_pc
onstantsF
);
}
}
...
...
dlls/wined3d/device.c
View file @
09eb0c40
...
...
@@ -4882,8 +4882,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
srcData
[
i
*
4
],
srcData
[
i
*
4
+
1
],
srcData
[
i
*
4
+
2
],
srcData
[
i
*
4
+
3
]);
for
(
i
=
start
;
i
<
cnt
+
start
;
++
i
)
{
if
(
!
This
->
updateStateBlock
->
set
.
vertexShaderConstantsF
[
i
])
{
constant_entry
*
ptr
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
constant_entry
));
ptr
->
idx
=
i
;
list_add_head
(
&
This
->
updateStateBlock
->
set_vconstantsF
,
&
ptr
->
entry
);
This
->
updateStateBlock
->
set
.
vertexShaderConstantsF
[
i
]
=
TRUE
;
}
This
->
updateStateBlock
->
changed
.
vertexShaderConstantsF
[
i
]
=
TRUE
;
This
->
updateStateBlock
->
set
.
vertexShaderConstantsF
[
i
]
=
TRUE
;
}
return
WINED3D_OK
;
...
...
@@ -5064,8 +5069,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
srcData
[
i
*
4
],
srcData
[
i
*
4
+
1
],
srcData
[
i
*
4
+
2
],
srcData
[
i
*
4
+
3
]);
for
(
i
=
start
;
i
<
cnt
+
start
;
++
i
)
{
if
(
!
This
->
updateStateBlock
->
set
.
pixelShaderConstantsF
[
i
])
{
constant_entry
*
ptr
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
constant_entry
));
ptr
->
idx
=
i
;
list_add_head
(
&
This
->
updateStateBlock
->
set_pconstantsF
,
&
ptr
->
entry
);
This
->
updateStateBlock
->
set
.
pixelShaderConstantsF
[
i
]
=
TRUE
;
}
This
->
updateStateBlock
->
changed
.
pixelShaderConstantsF
[
i
]
=
TRUE
;
This
->
updateStateBlock
->
set
.
pixelShaderConstantsF
[
i
]
=
TRUE
;
}
return
WINED3D_OK
;
...
...
dlls/wined3d/glsl_shader.c
View file @
09eb0c40
...
...
@@ -76,49 +76,77 @@ void shader_glsl_load_psamplers(
/**
* Loads floating point constants (aka uniforms) into the currently set GLSL program.
* When
@constants_se
t == NULL, it will load all the constants.
* When
constant_lis
t == NULL, it will load all the constants.
*/
void
shader_glsl_load_constantsF
(
IWineD3DBaseShaderImpl
*
This
,
WineD3D_GL_Info
*
gl_info
,
static
void
shader_glsl_load_constantsF
(
IWineD3DBaseShaderImpl
*
This
,
WineD3D_GL_Info
*
gl_info
,
unsigned
int
max_constants
,
float
*
constants
,
GLhandleARB
*
constant_locations
,
BOOL
*
constants_set
)
{
struct
list
*
constant_list
)
{
local_constant
*
lconst
;
GLhandleARB
tmp_loc
;
int
i
;
struct
list
*
ptr
;
for
(
i
=
0
;
i
<
max_constants
;
++
i
)
{
if
(
NULL
==
constants_set
||
constants_set
[
i
])
{
TRACE
(
"Loading constants %i: %f, %f, %f, %f
\n
"
,
i
,
constants
[
i
*
4
+
0
],
constants
[
i
*
4
+
1
],
constants
[
i
*
4
+
2
],
constants
[
i
*
4
+
3
]);
if
(
!
constant_list
)
{
if
(
TRACE_ON
(
d3d_shader
))
{
for
(
i
=
0
;
i
<
max_constants
;
++
i
)
{
tmp_loc
=
constant_locations
[
i
];
if
(
tmp_loc
!=
-
1
)
{
TRACE
(
"Loading constants %i: %f, %f, %f, %f
\n
"
,
i
,
constants
[
i
*
4
+
0
],
constants
[
i
*
4
+
1
],
constants
[
i
*
4
+
2
],
constants
[
i
*
4
+
3
]);
}
}
}
for
(
i
=
0
;
i
<
max_constants
;
++
i
)
{
tmp_loc
=
constant_locations
[
i
];
if
(
tmp_loc
!=
-
1
)
{
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL
(
glUniform4fvARB
(
tmp_loc
,
1
,
constants
+
(
i
*
4
)));
}
}
checkGLcall
(
"glUniform4fvARB()"
);
}
else
{
constant_entry
*
constant
;
if
(
TRACE_ON
(
d3d_shader
))
{
LIST_FOR_EACH_ENTRY
(
constant
,
constant_list
,
constant_entry
,
entry
)
{
i
=
constant
->
idx
;
tmp_loc
=
constant_locations
[
i
];
if
(
tmp_loc
!=
-
1
)
{
TRACE
(
"Loading constants %i: %f, %f, %f, %f
\n
"
,
i
,
constants
[
i
*
4
+
0
],
constants
[
i
*
4
+
1
],
constants
[
i
*
4
+
2
],
constants
[
i
*
4
+
3
]);
}
}
}
LIST_FOR_EACH_ENTRY
(
constant
,
constant_list
,
constant_entry
,
entry
)
{
i
=
constant
->
idx
;
tmp_loc
=
constant_locations
[
i
];
if
(
tmp_loc
!=
-
1
)
{
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL
(
glUniform4fvARB
(
tmp_loc
,
1
,
&
constants
[
i
*
4
]));
checkGLcall
(
"glUniform4fvARB"
);
GL_EXTCALL
(
glUniform4fvARB
(
tmp_loc
,
1
,
constants
+
(
i
*
4
)));
}
}
checkGLcall
(
"glUniform4fvARB()"
);
}
/* Load immediate constants */
ptr
=
list_head
(
&
This
->
baseShader
.
constantsF
);
while
(
ptr
)
{
local_constant
*
lconst
=
LIST_ENTRY
(
ptr
,
struct
local_constant
,
entry
);
unsigned
int
idx
=
lconst
->
idx
;
GLfloat
*
values
=
(
GLfloat
*
)
lconst
->
value
;
TRACE
(
"Loading local constants %i: %f, %f, %f, %f
\n
"
,
idx
,
values
[
0
],
values
[
1
],
values
[
2
],
values
[
3
]);
tmp_loc
=
constant_locations
[
idx
];
if
(
TRACE_ON
(
d3d_shader
))
{
LIST_FOR_EACH_ENTRY
(
lconst
,
&
This
->
baseShader
.
constantsF
,
local_constant
,
entry
)
{
tmp_loc
=
constant_locations
[
lconst
->
idx
];
if
(
tmp_loc
!=
-
1
)
{
GLfloat
*
values
=
(
GLfloat
*
)
lconst
->
value
;
TRACE
(
"Loading local constants %i: %f, %f, %f, %f
\n
"
,
lconst
->
idx
,
values
[
0
],
values
[
1
],
values
[
2
],
values
[
3
]);
}
}
}
LIST_FOR_EACH_ENTRY
(
lconst
,
&
This
->
baseShader
.
constantsF
,
local_constant
,
entry
)
{
tmp_loc
=
constant_locations
[
lconst
->
idx
];
if
(
tmp_loc
!=
-
1
)
{
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL
(
glUniform4fvARB
(
tmp_loc
,
1
,
values
));
checkGLcall
(
"glUniform4fvARB"
);
GL_EXTCALL
(
glUniform4fvARB
(
tmp_loc
,
1
,
(
GLfloat
*
)
lconst
->
value
));
}
ptr
=
list_next
(
&
This
->
baseShader
.
constantsF
,
ptr
);
}
checkGLcall
(
"glUniform4fvARB()"
);
}
/**
...
...
@@ -248,6 +276,7 @@ void shader_glsl_load_constants(
IWineD3DStateBlockImpl
*
stateBlock
=
(
IWineD3DStateBlockImpl
*
)
iface
;
WineD3D_GL_Info
*
gl_info
=
&
((
IWineD3DImpl
*
)
stateBlock
->
wineD3DDevice
->
wineD3D
)
->
gl_info
;
GLhandleARB
*
constant_locations
;
struct
list
*
constant_list
;
GLhandleARB
programId
;
if
(
!
stateBlock
->
glsl_program
)
{
...
...
@@ -264,6 +293,7 @@ void shader_glsl_load_constants(
(
IWineD3DVertexDeclarationImpl
*
)
vshader_impl
->
vertexDeclaration
;
constant_locations
=
stateBlock
->
glsl_program
->
vuniformF_locations
;
constant_list
=
&
stateBlock
->
set_vconstantsF
;
if
(
NULL
!=
vertexDeclaration
&&
NULL
!=
vertexDeclaration
->
constants
)
{
/* Load DirectX 8 float constants/uniforms for vertex shader */
...
...
@@ -273,7 +303,7 @@ void shader_glsl_load_constants(
/* Load DirectX 9 float constants/uniforms for vertex shader */
shader_glsl_load_constantsF
(
vshader
,
gl_info
,
GL_LIMITS
(
vshader_constantsF
),
stateBlock
->
vertexShaderConstantF
,
constant_locations
,
stateBlock
->
set
.
vertexShaderConstantsF
);
stateBlock
->
vertexShaderConstantF
,
constant_locations
,
constant_list
);
/* Load DirectX 9 integer constants/uniforms for vertex shader */
shader_glsl_load_constantsI
(
vshader
,
gl_info
,
programId
,
MAX_CONST_I
,
...
...
@@ -291,13 +321,14 @@ void shader_glsl_load_constants(
IWineD3DBaseShaderImpl
*
pshader
=
(
IWineD3DBaseShaderImpl
*
)
stateBlock
->
pixelShader
;
constant_locations
=
stateBlock
->
glsl_program
->
puniformF_locations
;
constant_list
=
&
stateBlock
->
set_pconstantsF
;
/* Load pixel shader samplers */
shader_glsl_load_psamplers
(
gl_info
,
iface
);
/* Load DirectX 9 float constants/uniforms for pixel shader */
shader_glsl_load_constantsF
(
pshader
,
gl_info
,
GL_LIMITS
(
pshader_constantsF
),
stateBlock
->
pixelShaderConstantF
,
constant_locations
,
stateBlock
->
set
.
pixelShaderConstantsF
);
stateBlock
->
pixelShaderConstantF
,
constant_locations
,
constant_list
);
/* Load DirectX 9 integer constants/uniforms for pixel shader */
shader_glsl_load_constantsI
(
pshader
,
gl_info
,
programId
,
MAX_CONST_I
,
...
...
dlls/wined3d/stateblock.c
View file @
09eb0c40
...
...
@@ -53,6 +53,9 @@ HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
object
->
changed
.
vertexShaderConstantsF
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
BOOL
)
*
GL_LIMITS
(
vshader_constantsF
));
WINED3D_MEMCHECK
(
object
->
changed
.
vertexShaderConstantsF
);
list_init
(
&
object
->
set_vconstantsF
);
list_init
(
&
object
->
set_pconstantsF
);
#undef WINED3D_MEMCHECK
return
WINED3D_OK
;
...
...
@@ -225,6 +228,8 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
TRACE
(
"(%p) : Releasing from %ld
\n
"
,
This
,
refCount
+
1
);
if
(
!
refCount
)
{
constant_entry
*
constant
,
*
constant2
;
/* type 0 represents the primary stateblock, so free all the resources */
if
(
This
->
blockType
==
WINED3DSBT_INIT
)
{
int
counter
;
...
...
@@ -274,6 +279,14 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
HeapFree
(
GetProcessHeap
(),
0
,
This
->
set
.
pixelShaderConstantsF
);
HeapFree
(
GetProcessHeap
(),
0
,
This
->
changed
.
pixelShaderConstantsF
);
LIST_FOR_EACH_ENTRY_SAFE
(
constant
,
constant2
,
&
This
->
set_vconstantsF
,
constant_entry
,
entry
)
{
HeapFree
(
GetProcessHeap
(),
0
,
constant
);
}
LIST_FOR_EACH_ENTRY_SAFE
(
constant
,
constant2
,
&
This
->
set_pconstantsF
,
constant_entry
,
entry
)
{
HeapFree
(
GetProcessHeap
(),
0
,
constant
);
}
HeapFree
(
GetProcessHeap
(),
0
,
This
);
}
return
refCount
;
...
...
dlls/wined3d/wined3d_private.h
View file @
09eb0c40
...
...
@@ -1040,6 +1040,11 @@ typedef struct SAVEDSTATES {
BOOL
*
vertexShaderConstantsF
;
}
SAVEDSTATES
;
typedef
struct
{
struct
list
entry
;
int
idx
;
}
constant_entry
;
struct
IWineD3DStateBlockImpl
{
/* IUnknown fields */
...
...
@@ -1054,6 +1059,8 @@ struct IWineD3DStateBlockImpl
/* Array indicating whether things have been set or changed */
SAVEDSTATES
changed
;
SAVEDSTATES
set
;
struct
list
set_vconstantsF
;
struct
list
set_pconstantsF
;
/* Drawing - Vertex Shader or FVF related */
DWORD
fvf
;
...
...
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