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wine
wine-winehq
Commits
d0d681c8
Commit
d0d681c8
authored
May 26, 2009
by
Stefan Dösinger
Committed by
Alexandre Julliard
May 28, 2009
Browse files
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Plain Diff
wined3d: Make find_gl_pshader backend private.
parent
5865d9c0
Show whitespace changes
Inline
Side-by-side
Showing
5 changed files
with
110 additions
and
79 deletions
+110
-79
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+55
-2
baseshader.c
dlls/wined3d/baseshader.c
+0
-7
glsl_shader.c
dlls/wined3d/glsl_shader.c
+53
-2
pixelshader.c
dlls/wined3d/pixelshader.c
+1
-65
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-3
No files found.
dlls/wined3d/arb_program_shader.c
View file @
d0d681c8
...
...
@@ -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
;
...
...
@@ -1957,7 +2011,7 @@ 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
,
priv
->
current_fprogram_id
=
find_
arb
_pshader
((
IWineD3DPixelShaderImpl
*
)
This
->
stateBlock
->
pixelShader
,
&
compile_args
);
/* Bind the fragment program */
...
...
@@ -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
,
...
...
dlls/wined3d/baseshader.c
View file @
d0d681c8
...
...
@@ -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
,
...
...
dlls/wined3d/glsl_shader.c
View file @
d0d681c8
...
...
@@ -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_gl
sl
_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
,
...
...
dlls/wined3d/pixelshader.c
View file @
d0d681c8
...
...
@@ -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
;
}
dlls/wined3d/wined3d_private.h
View file @
d0d681c8
...
...
@@ -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
*
arg
s
);
void
pixelshader_update_samplers
(
struct
shader_reg_maps
*
reg_maps
,
IWineD3DBaseTexture
*
const
*
texture
s
);
void
find_ps_compile_args
(
IWineD3DPixelShaderImpl
*
shader
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
ps_compile_args
*
args
);
/* sRGB correction constants */
...
...
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