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wine
wine-cw
Commits
4a48e38e
Commit
4a48e38e
authored
Aug 27, 2006
by
H. Verbeet
Committed by
Alexandre Julliard
Aug 28, 2006
Browse files
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Plain Diff
d3d8: Improve shader handle management.
parent
bda6d092
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
61 additions
and
33 deletions
+61
-33
d3d8_private.h
dlls/d3d8/d3d8_private.h
+10
-2
device.c
dlls/d3d8/device.c
+49
-31
directx.c
dlls/d3d8/directx.c
+2
-0
No files found.
dlls/d3d8/d3d8_private.h
View file @
4a48e38e
...
...
@@ -37,7 +37,7 @@
#include "wine/wined3d_interface.h"
/* Device caps */
#define
MAX_SHADERS
64
#define
INITIAL_SHADER_HANDLE_TABLE_SIZE
64
/* CreateVertexShader can return > 0xFFFF */
#define VS_HIGHESTFIXEDFXF 0xF0000000
...
...
@@ -162,6 +162,9 @@ extern const IDirect3DDevice8Vtbl Direct3DDevice8_Vtbl;
/*****************************************************************************
* IDirect3DDevice8 implementation structure
*/
typedef
void
*
shader_handle
;
struct
IDirect3DDevice8Impl
{
/* IUnknown fields */
...
...
@@ -169,7 +172,11 @@ 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
;
IDirect3DVertexShader8Impl
*
vShaders
[
MAX_SHADERS
];
DWORD
shader_handle_table_size
;
DWORD
allocated_shader_handles
;
shader_handle
*
shader_handles
;
shader_handle
*
free_shader_handles
;
/* FIXME: Move *baseVertexIndex somewhere sensible like wined3d */
UINT
baseVertexIndex
;
};
...
...
@@ -531,6 +538,7 @@ struct IDirect3DVertexShader8Impl {
const
IDirect3DVertexShader8Vtbl
*
lpVtbl
;
LONG
ref
;
shader_handle
*
handle
;
IWineD3DVertexShader
*
wineD3DVertexShader
;
};
...
...
dlls/d3d8/device.c
View file @
4a48e38e
...
...
@@ -36,6 +36,31 @@
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d8
);
/* Shader handle functions */
static
shader_handle
*
alloc_shader_handle
(
IDirect3DDevice8Impl
*
This
)
{
if
(
This
->
free_shader_handles
)
{
/* Use a free handle */
shader_handle
*
handle
=
This
->
free_shader_handles
;
This
->
free_shader_handles
=
*
handle
;
return
handle
;
}
if
(
!
(
This
->
allocated_shader_handles
<
This
->
shader_handle_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
;
}
return
&
This
->
shader_handles
[
This
->
allocated_shader_handles
++
];
}
static
void
free_shader_handle
(
IDirect3DDevice8Impl
*
This
,
shader_handle
*
handle
)
{
*
handle
=
This
->
free_shader_handles
;
This
->
free_shader_handles
=
handle
;
}
/* IDirect3D IUnknown parts follow: */
static
HRESULT
WINAPI
IDirect3DDevice8Impl_QueryInterface
(
LPDIRECT3DDEVICE8
iface
,
REFIID
riid
,
LPVOID
*
ppobj
)
{
...
...
@@ -1082,17 +1107,18 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
*
ppShader
=
0
;
}
else
{
/* TODO: Store the VS declarations locally so that they can be derefferenced with a value higher than VS_HIGHESTFIXEDFXF */
DWORD
i
=
0
;
while
(
This
->
vShaders
[
i
]
!=
NULL
&&
i
<
MAX_SHADERS
)
++
i
;
if
(
MAX_SHADERS
==
i
)
{
FIXME
(
"(%p) : Number of shaders exceeds the maximum number of possible shaders
\n
"
,
This
);
shader_handle
*
handle
=
alloc_shader_handle
(
This
)
;
if
(
!
handle
)
{
ERR
(
"Failed to allocate shader handle
\n
"
);
IDirect3DVertexShader8_Release
((
IUnknown
*
)
object
);
hrc
=
E_OUTOFMEMORY
;
}
else
{
This
->
vShaders
[
i
]
=
object
;
*
ppShader
=
i
+
VS_HIGHESTFIXEDFXF
+
1
;
object
->
handle
=
handle
;
*
handle
=
object
;
*
ppShader
=
(
handle
-
This
->
shader_handles
)
+
VS_HIGHESTFIXEDFXF
+
1
;
}
}
TRACE
(
"(%p) : returning %p
\n
"
,
This
,
object
);
TRACE
(
"(%p) : returning %p
(handle %#lx)
\n
"
,
This
,
object
,
*
ppShader
);
return
hrc
;
}
...
...
@@ -1110,11 +1136,11 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 ifa
IWineD3DDevice_SetVertexShader
(
This
->
WineD3DDevice
,
NULL
);
}
else
{
TRACE
(
"Setting shader
\n
"
);
if
(
MAX_SHADERS
<=
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
))
{
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
->
vShader
s
[
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)];
IDirect3DVertexShader8Impl
*
shader
=
This
->
shader_handle
s
[
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)];
hrc
=
IWineD3DDevice_SetVertexShader
(
This
->
WineD3DDevice
,
0
==
shader
?
NULL
:
shader
->
wineD3DVertexShader
);
}
}
...
...
@@ -1132,16 +1158,10 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 ifa
hrc
=
IWineD3DDevice_GetVertexShader
(
This
->
WineD3DDevice
,
&
pShader
);
if
(
D3D_OK
==
hrc
)
{
if
(
0
!=
pShader
)
{
DWORD
i
=
0
;
hrc
=
IWineD3DVertexShader_GetParent
(
pShader
,
(
IUnknown
**
)
ppS
hader
);
IDirect3DVertexShader8Impl
*
d3d8_shader
;
hrc
=
IWineD3DVertexShader_GetParent
(
pShader
,
(
IUnknown
**
)
&
d3d8_s
hader
);
IWineD3DVertexShader_Release
(
pShader
);
while
(
This
->
vShaders
[
i
]
!=
(
IDirect3DVertexShader8Impl
*
)
ppShader
&&
i
<
MAX_SHADERS
)
++
i
;
if
(
i
<
MAX_SHADERS
)
{
*
ppShader
=
i
+
VS_HIGHESTFIXEDFXF
+
1
;
}
else
{
WARN
(
"(%p) : Couldn't find math for shader %p in d3d7 shadres list
\n
"
,
This
,
(
IDirect3DVertexShader8Impl
*
)
ppShader
);
*
ppShader
=
0
;
}
*
ppShader
=
(
d3d8_shader
->
handle
-
This
->
shader_handles
)
+
(
VS_HIGHESTFIXEDFXF
+
1
);
}
else
{
WARN
(
"(%p) : The shader has been set to NULL
\n
"
,
This
);
...
...
@@ -1152,29 +1172,27 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 ifa
}
else
{
WARN
(
"(%p) : Call to IWineD3DDevice_GetVertexShader failed %lu (device %p)
\n
"
,
This
,
hrc
,
This
->
WineD3DDevice
);
}
TRACE
(
"(%p) : returning %
p
\n
"
,
This
,
(
IDirect3DVertexShader8
*
)
*
ppShader
);
TRACE
(
"(%p) : returning %
#lx
\n
"
,
This
,
*
ppShader
);
return
hrc
;
}
static
HRESULT
WINAPI
IDirect3DDevice8Impl_DeleteVertexShader
(
LPDIRECT3DDEVICE8
iface
,
DWORD
pShader
)
{
IDirect3DDevice8Impl
*
This
=
(
IDirect3DDevice8Impl
*
)
iface
;
HRESULT
hrc
=
D3D_OK
;
TRACE
(
"(%p) Relay
\n
"
,
This
);
if
(
pShader
<=
VS_HIGHESTFIXEDFXF
)
{
WARN
(
"(%p) : Caller passed a shader below the value of VS_HIGHESTFIXEDFXF
\n
"
,
This
);
hrc
=
D3DERR_INVALIDCALL
;
}
else
if
(
MAX_SHADERS
<=
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
))
{
FIXME
(
"(%p) : Caller passed a shader greater than the maximum number of shaders
\n
"
,
This
);
hrc
=
D3DERR_INVALIDCALL
;
TRACE
(
"(%p) : pShader %#lx
\n
"
,
This
,
pShader
);
if
(
pShader
<=
VS_HIGHESTFIXEDFXF
||
This
->
allocated_shader_handles
<=
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
))
{
ERR
(
"(%p) : Trying to delete an invalid handle
\n
"
,
This
);
return
D3DERR_INVALIDCALL
;
}
else
{
IDirect3DVertexShader8Impl
*
shader
=
This
->
vShaders
[
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)];
shader_handle
*
handle
=
&
This
->
shader_handles
[
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)];
IDirect3DVertexShader8Impl
*
shader
=
*
handle
;
while
(
IUnknown_Release
((
IUnknown
*
)
shader
));
This
->
vShaders
[
pShader
-
(
VS_HIGHESTFIXEDFXF
+
1
)]
=
NULL
;
hrc
=
D3D_OK
;
free_shader_handle
(
This
,
handle
);
}
return
hrc
;
return
D3D_OK
;
}
static
HRESULT
WINAPI
IDirect3DDevice8Impl_SetVertexShaderConstant
(
LPDIRECT3DDEVICE8
iface
,
DWORD
Register
,
CONST
void
*
pConstantData
,
DWORD
ConstantCount
)
{
...
...
dlls/d3d8/directx.c
View file @
4a48e38e
...
...
@@ -311,6 +311,8 @@ static HRESULT WINAPI IDirect3D8Impl_CreateDevice(LPDIRECT3D8 iface, UINT Adapte
object
->
lpVtbl
=
&
Direct3DDevice8_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
;
*
ppReturnedDeviceInterface
=
(
IDirect3DDevice8
*
)
object
;
/* Allocate an associated WineD3DDevice object */
...
...
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