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wine
wine-winehq
Commits
cfc57257
Commit
cfc57257
authored
Nov 20, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Nov 21, 2007
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Plain Diff
wined3d: Move glsl shader destruction to the glsl shader backend.
parent
af4edef5
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Side-by-side
Showing
6 changed files
with
52 additions
and
60 deletions
+52
-60
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+5
-1
baseshader.c
dlls/wined3d/baseshader.c
+8
-1
glsl_shader.c
dlls/wined3d/glsl_shader.c
+35
-1
pixelshader.c
dlls/wined3d/pixelshader.c
+2
-31
vertexshader.c
dlls/wined3d/vertexshader.c
+1
-26
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-0
No files found.
dlls/wined3d/arb_program_shader.c
View file @
cfc57257
...
...
@@ -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
};
dlls/wined3d/baseshader.c
View file @
cfc57257
...
...
@@ -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
;
}
dlls/wined3d/glsl_shader.c
View file @
cfc57257
...
...
@@ -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
};
dlls/wined3d/pixelshader.c
View file @
cfc57257
...
...
@@ -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 */
...
...
dlls/wined3d/vertexshader.c
View file @
cfc57257
...
...
@@ -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
);
}
/* *******************************************
...
...
dlls/wined3d/wined3d_private.h
View file @
cfc57257
...
...
@@ -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
;
...
...
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